[Mesa-dev] [PATCH 7/7] intel: Share URB configuration code between GL and Vulkan.

Pohjolainen, Topi topi.pohjolainen at gmail.com
Thu Nov 17 08:05:44 UTC 2016


On Tue, Nov 15, 2016 at 05:54:02PM -0800, Kenneth Graunke wrote:
> This code is far too complicated to cut and paste.
> 
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
>  src/intel/Makefile.sources           |   1 +
>  src/intel/common/gen_l3_config.h     |   6 ++
>  src/intel/common/gen_urb_config.c    | 201 +++++++++++++++++++++++++++++++++++
>  src/intel/vulkan/anv_genX.h          |   4 +-
>  src/intel/vulkan/genX_blorp_exec.c   |   6 +-
>  src/intel/vulkan/genX_pipeline.c     | 184 ++++++--------------------------
>  src/mesa/drivers/dri/i965/gen7_urb.c | 142 +------------------------
>  7 files changed, 252 insertions(+), 292 deletions(-)
>  create mode 100644 src/intel/common/gen_urb_config.c
> 
> diff --git a/src/intel/Makefile.sources b/src/intel/Makefile.sources
> index c1740fe..be6bdef 100644
> --- a/src/intel/Makefile.sources
> +++ b/src/intel/Makefile.sources
> @@ -11,6 +11,7 @@ COMMON_FILES = \
>  	common/gen_device_info.h \
>  	common/gen_l3_config.c \
>  	common/gen_l3_config.h \
> +	common/gen_urb_config.c \
>  	common/gen_sample_positions.h
>  
>  GENXML_GENERATED_FILES = \
> diff --git a/src/intel/common/gen_l3_config.h b/src/intel/common/gen_l3_config.h
> index 25a9675..8dc7dda 100644
> --- a/src/intel/common/gen_l3_config.h
> +++ b/src/intel/common/gen_l3_config.h
> @@ -92,4 +92,10 @@ gen_get_l3_config_urb_size(const struct gen_device_info *devinfo,
>  
>  void gen_dump_l3_config(const struct gen_l3_config *cfg, FILE *fp);
>  
> +void gen_get_urb_config(const struct gen_device_info *devinfo,
> +                        unsigned push_constant_bytes, unsigned urb_size_bytes,
> +                        bool tess_present, bool gs_present,
> +                        const unsigned entry_size[4],
> +                        unsigned entries[4], unsigned start[4]);
> +
>  #endif /* GEN_L3_CONFIG_H */
> diff --git a/src/intel/common/gen_urb_config.c b/src/intel/common/gen_urb_config.c
> new file mode 100644
> index 0000000..c925a0d
> --- /dev/null
> +++ b/src/intel/common/gen_urb_config.c
> @@ -0,0 +1,201 @@
> +/*
> + * Copyright (c) 2011 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person obtaining a
> + * copy of this software and associated documentation files (the "Software"),
> + * to deal in the Software without restriction, including without limitation
> + * the rights to use, copy, modify, merge, publish, distribute, sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom the
> + * Software is furnished to do so, subject to the following conditions:
> + *
> + * The above copyright notice and this permission notice (including the next
> + * paragraph) shall be included in all copies or substantial portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
> + * IN THE SOFTWARE.
> + */
> +
> +#include <stdlib.h>
> +#include <math.h>
> +
> +#include "util/macros.h"
> +#include "main/macros.h"
> +
> +#include "gen_l3_config.h"
> +
> +/**
> + * The following diagram shows how we partition the URB:
> + *
> + *        16kb or 32kb               Rest of the URB space
> + *   __________-__________   _________________-_________________
> + *  /                     \ /                                   \
> + * +-------------------------------------------------------------+
> + * |  VS/HS/DS/GS/FS Push  |           VS/HS/DS/GS URB           |
> + * |       Constants       |               Entries               |
> + * +-------------------------------------------------------------+
> + *
> + * Push constants must be stored at the beginning of the URB space,
> + * while URB entries can be stored anywhere.  We choose to lay them
> + * out in pipeline order (VS -> HS -> DS -> GS).
> + */
> +
> +/**
> + * Decide how to partition the URB among the various stages.
> + *
> + * \param[in] push_constant_bytes - space allocate for push constants.
> + * \param[in] urb_size_bytes - total size of the URB (from L3 config).
> + * \param[in] tess_present - are tessellation shaders active?
> + * \param[in] gs_present - are geometry shaders active?
> + * \param[in] entry_size - the URB entry size (from the shader compiler)
> + * \param[out] entries - the number of URB entries for each stage
> + * \param[out] start - the starting offset for each stage
> + */
> +void
> +gen_get_urb_config(const struct gen_device_info *devinfo,
> +                   unsigned push_constant_bytes, unsigned urb_size_bytes,
> +                   bool tess_present, bool gs_present,
> +                   const unsigned entry_size[4],
> +                   unsigned entries[4], unsigned start[4])
> +{
> +   const bool active[4] = { true, tess_present, tess_present, gs_present };
> +
> +   /* URB allocations must be done in 8k chunks. */
> +   const unsigned chunk_size_bytes = 8192;
> +
> +   const unsigned push_constant_chunks =
> +      push_constant_bytes / chunk_size_bytes;
> +   const unsigned urb_chunks = urb_size_bytes / chunk_size_bytes;
> +
> +   /* 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 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 && devinfo->gen == 8 ?
> +         192 : devinfo->urb.min_entries[MESA_SHADER_VERTEX],
> +
> +      /* There are two constraints on the minimum amount of URB space we can
> +       * allocate:
> +       *
> +       * (1) We need room for at least 2 URB entries, since we always operate
> +       * the GS in DUAL_OBJECT mode.
> +       *
> +       * (2) We can't allocate less than nr_gs_entries_granularity.
> +       */
> +      [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 entry_size_bytes[4];
> +   for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
> +      entry_size_bytes[i] = 64 * entry_size[i];
> +   }
> +
> +   /* 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 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 remaining_space = MIN2(urb_chunks - total_needs, total_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;
> +      }
> +
> +      chunks[MESA_SHADER_GEOMETRY] += remaining_space;
> +   }
> +
> +   /* Sanity check that we haven't over-allocated. */
> +   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.
> +    */
> +   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.
> +       */
> +      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 pipeline order: push constants, VS, HS, DS, GS. */
> +   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];
> +   }
> +}
> diff --git a/src/intel/vulkan/anv_genX.h b/src/intel/vulkan/anv_genX.h
> index 5bb2a61..359ee1a 100644
> --- a/src/intel/vulkan/anv_genX.h
> +++ b/src/intel/vulkan/anv_genX.h
> @@ -55,9 +55,9 @@ void genX(cmd_buffer_flush_compute_state)(struct anv_cmd_buffer *cmd_buffer);
>  
>  void
>  genX(emit_urb_setup)(struct anv_device *device, struct anv_batch *batch,
> +                     const struct gen_l3_config *l3_config,
>                       VkShaderStageFlags active_stages,
> -                     unsigned vs_entry_size, unsigned gs_entry_size,
> -                     const struct gen_l3_config *l3_config);
> +                     unsigned entry_size[4]);

Could be const. This gets passed directly to gen_get_urb_config() which
already declares them const.

>  
>  void genX(cmd_buffer_emit_hz_op)(struct anv_cmd_buffer *cmd_buffer,
>                                 enum blorp_hiz_op op);
> diff --git a/src/intel/vulkan/genX_blorp_exec.c b/src/intel/vulkan/genX_blorp_exec.c
> index 185aff6..a5ed64f 100644
> --- a/src/intel/vulkan/genX_blorp_exec.c
> +++ b/src/intel/vulkan/genX_blorp_exec.c
> @@ -138,11 +138,13 @@ blorp_emit_urb_config(struct blorp_batch *batch, unsigned vs_entry_size)
>     struct anv_device *device = batch->blorp->driver_ctx;
>     struct anv_cmd_buffer *cmd_buffer = batch->driver_batch;
>  
> +   unsigned entry_size[4] = { vs_entry_size, 1, 1, 1 };

Allowing this to be const as well.


Apart from the two nits, I can't find anything amiss. All these calculations
are to begin with complex, current logic just made them worse. What you have
here is clearly simpler. Thanks Ken!

I had a question/suggestion or two along the way but the series is:

Reviewed-by: Topi Pohjolainen <topi.pohjolainen at intel.com>

> +
>     genX(emit_urb_setup)(device, &cmd_buffer->batch,
> +                        cmd_buffer->state.current_l3_config,
>                          VK_SHADER_STAGE_VERTEX_BIT |
>                          VK_SHADER_STAGE_FRAGMENT_BIT,
> -                        vs_entry_size, 0,
> -                        cmd_buffer->state.current_l3_config);
> +                        entry_size);
>  }
>  
>  void genX(blorp_exec)(struct blorp_batch *batch,
> diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c
> index cca8570..3fb25bd 100644
> --- a/src/intel/vulkan/genX_pipeline.c
> +++ b/src/intel/vulkan/genX_pipeline.c
> @@ -183,129 +183,27 @@ emit_vertex_input(struct anv_pipeline *pipeline,
>  
>  void
>  genX(emit_urb_setup)(struct anv_device *device, struct anv_batch *batch,
> +                     const struct gen_l3_config *l3_config,
>                       VkShaderStageFlags active_stages,
> -                     unsigned vs_size, unsigned gs_size,
> -                     const struct gen_l3_config *l3_config)
> +                     unsigned entry_size[4])
>  {
> -   if (!(active_stages & VK_SHADER_STAGE_VERTEX_BIT))
> -      vs_size = 1;
> -
> -   if (!(active_stages & VK_SHADER_STAGE_GEOMETRY_BIT))
> -      gs_size = 1;
> -
> -   unsigned vs_entry_size_bytes = vs_size * 64;
> -   unsigned gs_entry_size_bytes = gs_size * 64;
> -
> -   /* 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 GS.
> -    */
> -   unsigned vs_granularity = (vs_size < 9) ? 8 : 1;
> -   unsigned gs_granularity = (gs_size < 9) ? 8 : 1;
> -
> -   /* URB allocations must be done in 8k chunks. */
> -   unsigned chunk_size_bytes = 8192;
> -
> -   /* Determine the size of the URB in chunks. */
> -   const unsigned total_urb_size =
> -      gen_get_l3_config_urb_size(&device->info, l3_config);
> -   const unsigned urb_chunks = total_urb_size * 1024 / chunk_size_bytes;
> -
> -   /* Reserve space for push constants */
> -   unsigned push_constant_kb;
> -   if (device->info.gen >= 8)
> -      push_constant_kb = 32;
> -   else if (device->info.is_haswell)
> -      push_constant_kb = device->info.gt == 3 ? 32 : 16;
> -   else
> -      push_constant_kb = 16;
> -
> -   unsigned push_constant_bytes = push_constant_kb * 1024;
> -   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).
> -    */
> -
> -   /* VS has a lower limit on the number of URB entries */
> -   unsigned vs_chunks =
> -      ALIGN(device->info.urb.min_entries[MESA_SHADER_VERTEX] *
> -            vs_entry_size_bytes, chunk_size_bytes) / chunk_size_bytes;
> -   unsigned vs_wants =
> -      ALIGN(device->info.urb.max_entries[MESA_SHADER_VERTEX] *
> -            vs_entry_size_bytes,
> -            chunk_size_bytes) / chunk_size_bytes - vs_chunks;
> -
> -   unsigned gs_chunks = 0;
> -   unsigned gs_wants = 0;
> -   if (active_stages & VK_SHADER_STAGE_GEOMETRY_BIT) {
> -      /* There are two constraints on the minimum amount of URB space we can
> -       * allocate:
> -       *
> -       * (1) We need room for at least 2 URB entries, since we always operate
> -       * the GS in DUAL_OBJECT mode.
> -       *
> -       * (2) We can't allocate less than nr_gs_entries_granularity.
> -       */
> -      gs_chunks = ALIGN(MAX2(gs_granularity, 2) * gs_entry_size_bytes,
> -                        chunk_size_bytes) / chunk_size_bytes;
> -      gs_wants =
> -         ALIGN(device->info.urb.max_entries[MESA_SHADER_GEOMETRY] *
> -               gs_entry_size_bytes,
> -               chunk_size_bytes) / chunk_size_bytes - gs_chunks;
> -   }
> -
> -   /* There should always be enough URB space to satisfy the minimum
> -    * requirements of each stage.
> -    */
> -   unsigned total_needs = push_constant_chunks + vs_chunks + gs_chunks;
> -   assert(total_needs <= urb_chunks);
> -
> -   /* Mete out remaining space (if any) in proportion to "wants". */
> -   unsigned total_wants = vs_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)
> -         round(vs_wants * (((double) remaining_space) / total_wants));
> -      vs_chunks += vs_additional;
> -      remaining_space -= vs_additional;
> -      gs_chunks += remaining_space;
> -   }
> -
> -   /* Sanity check that we haven't over-allocated. */
> -   assert(push_constant_chunks + vs_chunks + gs_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_gs_entries = gs_chunks * chunk_size_bytes / gs_entry_size_bytes;
> -
> -   /* 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,
> -                        device->info.urb.max_entries[MESA_SHADER_VERTEX]);
> -   nr_gs_entries = MIN2(nr_gs_entries,
> -                        device->info.urb.max_entries[MESA_SHADER_GEOMETRY]);
> +   const struct gen_device_info *devinfo = &device->info;
> +#if GEN_IS_HASWELL
> +   const unsigned push_constant_kb = devinfo->gt == 3 ? 32 : 16;
> +#else
> +   const unsigned push_constant_kb = GEN_GEN >= 8 ? 32 : 16;
> +#endif
>  
> -   /* Ensure that we program a multiple of the granularity. */
> -   nr_vs_entries = ROUND_DOWN_TO(nr_vs_entries, vs_granularity);
> -   nr_gs_entries = ROUND_DOWN_TO(nr_gs_entries, gs_granularity);
> +   const unsigned urb_size_kb = gen_get_l3_config_urb_size(devinfo, l3_config);
>  
> -   /* Finally, sanity check to make sure we have at least the minimum number
> -    * of entries needed for each stage.
> -    */
> -   assert(nr_vs_entries >= device->info.urb.min_entries[MESA_SHADER_VERTEX]);
> -   if (active_stages & VK_SHADER_STAGE_GEOMETRY_BIT)
> -      assert(nr_gs_entries >= 2);
> +   unsigned entries[4];
> +   unsigned start[4];
> +   gen_get_urb_config(devinfo,
> +                      1024 * push_constant_kb, 1024 * urb_size_kb,
> +                      active_stages &
> +                         VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
> +                      active_stages & VK_SHADER_STAGE_GEOMETRY_BIT,
> +                      entry_size, entries, start);
>  
>  #if GEN_GEN == 7 && !GEN_IS_HASWELL
>     /* From the IVB PRM Vol. 2, Part 1, Section 3.2.1:
> @@ -323,45 +221,31 @@ genX(emit_urb_setup)(struct anv_device *device, struct anv_batch *batch,
>     }
>  #endif
>  
> -   /* Lay out the URB in the following order:
> -    * - push constants
> -    * - VS
> -    * - GS
> -    */
> -   anv_batch_emit(batch, GENX(3DSTATE_URB_VS), urb) {
> -      urb.VSURBStartingAddress      = push_constant_chunks;
> -      urb.VSURBEntryAllocationSize  = vs_size - 1;
> -      urb.VSNumberofURBEntries      = nr_vs_entries;
> -   }
> -
> -   anv_batch_emit(batch, GENX(3DSTATE_URB_HS), urb) {
> -      urb.HSURBStartingAddress      = push_constant_chunks;
> -   }
> -
> -   anv_batch_emit(batch, GENX(3DSTATE_URB_DS), urb) {
> -      urb.DSURBStartingAddress      = push_constant_chunks;
> -   }
> -
> -   anv_batch_emit(batch, GENX(3DSTATE_URB_GS), urb) {
> -      urb.GSURBStartingAddress      = push_constant_chunks + vs_chunks;
> -      urb.GSURBEntryAllocationSize  = gs_size - 1;
> -      urb.GSNumberofURBEntries      = nr_gs_entries;
> +   for (int i = 0; i <= MESA_SHADER_GEOMETRY; i++) {
> +      anv_batch_emit(batch, GENX(3DSTATE_URB_VS), urb) {
> +         urb._3DCommandSubOpcode      += i;
> +         urb.VSURBStartingAddress      = start[i];
> +         urb.VSURBEntryAllocationSize  = entry_size[i] - 1;
> +         urb.VSNumberofURBEntries      = entries[i];
> +      }
>     }
>  }
>  
>  static inline void
>  emit_urb_setup(struct anv_pipeline *pipeline)
>  {
> -   unsigned vs_entry_size =
> -      (pipeline->active_stages & VK_SHADER_STAGE_VERTEX_BIT) ?
> -      get_vs_prog_data(pipeline)->base.urb_entry_size : 0;
> -   unsigned gs_entry_size =
> -      (pipeline->active_stages & VK_SHADER_STAGE_GEOMETRY_BIT) ?
> -      get_gs_prog_data(pipeline)->base.urb_entry_size : 0;
> +   unsigned entry_size[4];
> +   for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
> +      const struct brw_vue_prog_data *prog_data =
> +         !anv_pipeline_has_stage(pipeline, i) ? NULL :
> +         (const struct brw_vue_prog_data *) pipeline->shaders[i]->prog_data;
> +
> +      entry_size[i] = prog_data ? prog_data->urb_entry_size : 1;
> +   }
>  
>     genX(emit_urb_setup)(pipeline->device, &pipeline->batch,
> -                        pipeline->active_stages, vs_entry_size, gs_entry_size,
> -                        pipeline->urb.l3_config);
> +                        pipeline->urb.l3_config,
> +                        pipeline->active_stages, entry_size);
>  }
>  
>  static void
> diff --git a/src/mesa/drivers/dri/i965/gen7_urb.c b/src/mesa/drivers/dri/i965/gen7_urb.c
> index 72b409c..18474df 100644
> --- a/src/mesa/drivers/dri/i965/gen7_urb.c
> +++ b/src/mesa/drivers/dri/i965/gen7_urb.c
> @@ -27,6 +27,8 @@
>  #include "brw_state.h"
>  #include "brw_defines.h"
>  
> +#include "common/gen_l3_config.h"
> +
>  /**
>   * The following diagram shows how we partition the URB:
>   *
> @@ -214,146 +216,10 @@ gen7_upload_urb(struct brw_context *brw, unsigned vs_size,
>     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;
> -
> -   /* Determine the size of the URB in chunks.
> -    * BRW_NEW_URB_SIZE
> -    */
> -   unsigned urb_chunks = brw->urb.size * 1024 / chunk_size_bytes;
> -
> -   /* Reserve space for push constants */
> -   unsigned push_constant_bytes = 1024 * push_size_kB;
> -   unsigned push_constant_chunks = push_constant_bytes / chunk_size_bytes;
> -
> -   /* 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 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:
> -       *
> -       * (1) We need room for at least 2 URB entries, since we always operate
> -       * the GS in DUAL_OBJECT mode.
> -       *
> -       * (2) We can't allocate less than nr_gs_entries_granularity.
> -       */
> -      [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 entry_size_bytes[4];
> -   for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
> -      entry_size_bytes[i] = 64 * entry_size[i];
> -   }
> -
> -   /* 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 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 remaining_space = MIN2(urb_chunks - total_needs, total_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;
> -      }
> -
> -      chunks[MESA_SHADER_GEOMETRY] += remaining_space;
> -   }
> -
> -   /* Sanity check that we haven't over-allocated. */
> -   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 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.
> -       */
> -      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 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];
> -   }
> +   gen_get_urb_config(devinfo, 1024 * push_size_kB, 1024 * brw->urb.size,
> +                      tess_present, gs_present, entry_size, entries, start);
>  
>     if (brw->gen == 7 && !brw->is_haswell && !brw->is_baytrail)
>        gen7_emit_vs_workaround_flush(brw);
> -- 
> 2.10.2
> 
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