[Mesa-dev] [PATCH] panfrost: Rewrite u-interleaving code

Erik Faye-Lund erik.faye-lund at collabora.com
Wed Jul 3 09:37:35 UTC 2019


On Tue, 2019-06-25 at 12:36 -0700, Vasily Khoruzhick wrote:
> On Tue, Jun 25, 2019 at 11:54 AM Alyssa Rosenzweig
> <alyssa.rosenzweig at collabora.com> wrote:
> 
> Hi Alyssa,
> 
> > Rather than using a magic lookup table with no explanations, let's
> > add
> > liberal comments to the code to explain what this tiling scheme is
> > and
> > how to encode/decode it efficiently.
> > 
> > It's not so mysterious after all -- just reordering bits with some
> > XORs
> > thrown in.
> > 
> > Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig at collabora.com>
> > Cc: Vasily Khoruzhick <anarsoul at gmail.com>
> > ---
> >  src/panfrost/shared/pan_tiling.c | 330 +++++++++++++++++++++----
> > ------
> >  1 file changed, 229 insertions(+), 101 deletions(-)
> > 
> > diff --git a/src/panfrost/shared/pan_tiling.c
> > b/src/panfrost/shared/pan_tiling.c
> > index 413cd89420b..de0d6812831 100644
> > --- a/src/panfrost/shared/pan_tiling.c
> > +++ b/src/panfrost/shared/pan_tiling.c
> > @@ -2,6 +2,7 @@
> >   * Copyright (c) 2011-2013 Luc Verhaegen <libv at skynet.be>
> >   * Copyright (c) 2018 Alyssa Rosenzweig <alyssa at rosenzweig.io>
> >   * Copyright (c) 2018 Vasily Khoruzhick <anarsoul at gmail.com>
> > + * Copyright (c) 2019 Collabora
> >   *
> >   * Permission is hereby granted, free of charge, to any person
> > obtaining a
> >   * copy of this software and associated documentation files (the
> > "Software"),
> > @@ -26,127 +27,230 @@
> > 
> >  #include "pan_tiling.h"
> > 
> > -uint32_t space_filler[16][16] = {
> > -   {
> > 0,   1,   4,   5,   16,  17,  20,  21,  64,  65,  68,  69,  80,  81
> > ,  84,  85, },
> > -   {
> > 3,   2,   7,   6,   19,  18,  23,  22,  67,  66,  71,  70,  83,  82
> > ,  87,  86, },
> > -   {
> > 12,  13,  8,   9,   28,  29,  24,  25,  76,  77,  72,  73,  92,  93
> > ,  88,  89, },
> > -   {
> > 15,  14,  11,  10,  31,  30,  27,  26,  79,  78,  75,  74,  95,  94
> > ,  91,  90, },
> > -   { 48,  49,  52,  53,  32,  33,  36,  37,  112, 113, 116, 117,
> > 96,  97,  100, 101, },
> > -   { 51,  50,  55,  54,  35,  34,  39,  38,  115, 114, 119, 118,
> > 99,  98,  103, 102, },
> > -   { 60,  61,  56,  57,  44,  45,  40,  41,  124, 125, 120, 121,
> > 108, 109, 104, 105, },
> > -   { 63,  62,  59,  58,  47,  46,  43,  42,  127, 126, 123, 122,
> > 111, 110, 107, 106, },
> > -   { 192, 193, 196, 197, 208, 209, 212, 213, 128, 129, 132, 133,
> > 144, 145, 148, 149, },
> > -   { 195, 194, 199, 198, 211, 210, 215, 214, 131, 130, 135, 134,
> > 147, 146, 151, 150, },
> > -   { 204, 205, 200, 201, 220, 221, 216, 217, 140, 141, 136, 137,
> > 156, 157, 152, 153, },
> > -   { 207, 206, 203, 202, 223, 222, 219, 218, 143, 142, 139, 138,
> > 159, 158, 155, 154, },
> > -   { 240, 241, 244, 245, 224, 225, 228, 229, 176, 177, 180, 181,
> > 160, 161, 164, 165, },
> > -   { 243, 242, 247, 246, 227, 226, 231, 230, 179, 178, 183, 182,
> > 163, 162, 167, 166, },
> > -   { 252, 253, 248, 249, 236, 237, 232, 233, 188, 189, 184, 185,
> > 172, 173, 168, 169, },
> > -   { 255, 254, 251, 250, 239, 238, 235, 234, 191, 190, 187, 186,
> > 175, 174, 171, 170, },
> > +/* This file implements software encode/decode of the tiling
> > format used for
> > + * textures and framebuffers primarily on Utgard GPUs. Names for
> > this format
> > + * include "Utgard-style tiling", "(Mali) swizzled textures", and
> > + * "U-interleaved" (the former two names being used in the
> > community
> > + * Lima/Panfrost drivers; the latter name used internally at Arm).
> > + * Conceptually, like any tiling scheme, the pixel reordering
> > attempts to 2D
> > + * spatial locality, to improve cache locality in both horizontal
> > and vertical
> > + * directions.
> > + *
> > + * This format is tiled: first, the image dimensions must be
> > aligned to 16
> > + * pixels in each axis. Once aligned, the image is divided into
> > 16x16 tiles.
> > + * This size harmonizes with other properties of the GPU; on
> > Midgard,
> > + * framebuffer tiles are logically 16x16 (this is the tile size
> > used in
> > + * Transaction Elimination and the minimum tile size used in
> > Hierarchical
> > + * Tiling). Conversely, for a standard 4 bytes-per-pixel format
> > (like
> > + * RGBA8888), 16 pixels * 4 bytes/pixel = 64 bytes, equal to the
> > cache line
> > + * size.
> > + *
> > + * Within each 16x16 block, the bits are reordered according to
> > this pattern:
> > + *
> > + * | y3 | (x3 ^ y3) | y2 | (y2 ^ x2) | y1 | (y1 ^ x1) | y0 | (y0 ^
> > x0) |
> > + *
> > + * Basically, interleaving the X and Y bits, with XORs thrown in
> > for every
> > + * adjacent bit pair.
> > + *
> > + * This is cheap to implement both encode/decode in both hardware
> > and software.
> > + * In hardware, lines are simply rerouted to reorder and some XOR
> > gates are
> > + * thrown in. Software has to be a bit more clever.
> > + *
> > + * In software, the trick is to divide the pattern into two lines:
> > + *
> > + *    | y3 | y3 | y2 | y2 | y1 | y1 | y0 | y0 |
> > + *  ^ |  0 | x3 |  0 | x2 |  0 | x1 |  0 | x0 |
> > + *
> > + * That is, duplicate the bits of the Y and space out the bits of
> > the X. The
> > + * top line is a function only of Y, so it can be calculated once
> > per row and
> > + * stored in a register. The bottom line is simply X with the bits
> > spaced out.
> > + * The initial value can be calculated once at the beginning, and
> > then after
> > + * each pixel it can incremented by subtracting a mask pattern and
> > ANDing with
> > + * the mask pattern (abusing carry bits, where the mask pattern is
> > the mask of
> > + * bits we care about, so 0b01010101).
> > + *
> > + * Alternatively, the 16 indices can be precalculated for each row
> > and reused
> > + * across the row, which may be amenable to easier vectorization.
> > + *
> > + * This format is also supported on Midgard GPUs, where it *can*
> > be used for
> > + * textures and framebuffers. That said, in practice it is usually
> > as a
> > + * fallback layout; Midgard introduces Arm FrameBuffer
> > Compression, which is
> > + * significantly more efficient than Utgard-style tiling and
> > preferred for both
> > + * textures and framebuffers, where possible. For unsupported
> > texture types,
> > + * for instance sRGB textures and framebuffers, this tiling scheme
> > is used at a
> > + * performance penality, as AFBC is not compatible.
> 
> s/penality/penalty
> 
> > + */
> > +
> > +/* Given the lower 4-bits of the Y coordinate, we would like to
> > + * duplicate every bit over. So instead of 0b1010, we would like
> > + * 0b11001100. The idea is that for the bits in the solely Y
> > place, we
> > + * get a Y place, and the bits in the XOR place *also* get a Y. */
> > +
> > +uint32_t bit_duplication[16] = {
> > +   0b00000000,
> > +   0b00000011,
> > +   0b00001100,
> > +   0b00001111,
> > +   0b00110000,
> > +   0b00110011,
> > +   0b00111100,
> > +   0b00111111,
> > +   0b11000000,
> > +   0b11000011,
> > +   0b11001100,
> > +   0b11001111,
> > +   0b11110000,
> > +   0b11110011,
> > +   0b11111100,
> > +   0b11111111,
> >  };
> > 
> > +/* Space the bits out of a 4-bit nibble; doesn't need to be
> > particularly fast
> > + * as it only runs once per tiling (and only on the unaligned slow
> > path). Makes
> > + * every other bit a zero, basically. */
> > +
> > +static inline unsigned
> > +space_4(unsigned x)
> > +{
> > +   return
> > +         ((x & 0x1) << 0) |
> > +         ((x & 0x2) << 1) |
> > +         ((x & 0x4) << 2) |
> > +         ((x & 0x8) << 3);
> > +}
> 
> Is there any reason not to use LUT here?
> 

The comment writes that it doesn't need to be fast, so I guess it's
because it's a bit clearer?

Generally speaking, I think using a LUT here is a good idea, as it's
so tiny, it'll be swallowed up by the L1 cache.

Also, I don't think you *technically* need the bit_duplication LUT, you
can just use space_4, and OR the result with itself shifted left by
one. Something like this:

unsigned
bit_duplication(unsigned x)
{
   unsigned tmp = space_4(x);
   return tmp | (tmp << 1);
}

Exactly what ends up being the right speed vs tidy code trade-off, I
think needs measurements, though. So this is just my two cents. Take it
or leave it :)

> > +
> > +/* For the X column, the mask of bits that matter (every other
> > bit; the rest
> > + * are zero) */
> > +#define X_MASK 0b01010101
> > +
> > +/* The scheme uses 16x16 tiles */
> > +
> > +#define TILE_WIDTH 16
> > +#define TILE_HEIGHT 16
> > +#define PIXELS_PER_TILE (TILE_WIDTH * TILE_HEIGHT)
> > +
> > +/* An optimized routine to tile an aligned (width & 0xF == 0) bpp4
> > texture */
> > +
> >  static void
> >  panfrost_store_tiled_image_bpp4(void *dst, const void *src,
> >                                 const struct pipe_box *box,
> >                                 uint32_t dst_stride,
> >                                 uint32_t src_stride)
> >  {
> > +   /* Precompute the offset to the beginning of the first
> > horizontal tile we're
> > +    * writing to, knowing that box->x is 16-aligned. Tiles
> > themselves are
> > +    * stored linearly, so we get the X tile number by shifting and
> > then
> > +    * multiply by the bytes per tile */
> > +
> > +   uint8_t *dest_start = dst + ((box->x >> 4) * PIXELS_PER_TILE *
> > 4);
> > +
> > +   /* Iterate across the pixels we're trying to store in source-
> > order */
> > +
> >     for (int y = box->y, src_y = 0; src_y < box->height; ++y,
> > ++src_y) {
> > +      /* For each pixel in the destination image, figure out the
> > part
> > +       * corresponding to the 16x16 block index */
> > +
> >        int block_y = y & ~0x0f;
> > -      int rem_y = y & 0x0F;
> > -      int block_start_s = block_y * dst_stride;
> > -      int source_start = src_y * src_stride;
> > 
> > -      for (int x = box->x, src_x = 0; src_x < box->width; ++x,
> > ++src_x) {
> > -         int block_x_s = (x >> 4) * 256;
> > -         int rem_x = x & 0x0F;
> > +      /* In pixel coordinates (where the origin is the top-left),
> > (block_y, 0)
> > +       * is the top-left corner of the leftmost tile in this row.
> > While pixels
> > +       * are reordered within a block, the blocks themselves are
> > stored
> > +       * linearly, so multiplying block_y by the pixel stride of
> > the
> > +       * destination image equals the byte offset of that top-left 
> > corner of
> > +       * the block this row is in */
> > +
> > +      uint32_t *dest = (uint32_t *) (dest_start + (block_y *
> > dst_stride));
> > +
> > +      /* The source is actually linear, so compute the byte offset
> > to the start
> > +       * and end of this row in the source */
> > +
> > +      const uint32_t *source = src + (y * src_stride) + (box->x *
> > 4);
> > +      const uint32_t *source_end = source + box->width;
> > +
> > +      /* We want to duplicate the bits of the bottom nibble of Y
> > */
> > +      unsigned expanded_y = bit_duplication[y & 0xF];
> > +
> > +      /* Initialize the offset */
> > +      unsigned space_x = 0;
> > +
> > +      /* Iterate the row in source order. In the outer loop, we
> > iterate 16
> > +       * bytes tiles. After each tile, we increment dest to
> > include the size of
> > +       * that tile in pixels. */
> > 
> > -         int index = space_filler[rem_y][rem_x];
> > -         const uint32_t *source = src + source_start + 4 * src_x;
> > -         uint32_t *dest = dst + block_start_s + 4 * (block_x_s +
> > index);
> > +      for (; source < source_end; dest += PIXELS_PER_TILE) {
> > +         /* Within each tile, we iterate each of the 16 pixels in
> > the row of
> > +          * the tile. This loop should be unrolled. */
> > 
> > -         *dest = *source;
> > +         for (int i = 0; i < 16; ++i) {
> > +            /* We have the X component spaced out in space_x and
> > we have the Y
> > +             * component duplicated. So we just XOR them together.
> > The X bits
> > +             * get the XOR like the pattern needs. The Y bits are
> > XORing with
> > +             * zero so this is a no-op */
> > +
> > +            unsigned index = expanded_y ^ space_x;
> > +
> > +            /* For the X component, we need the bits spaced out.
> > Instead of
> > +             * 0b1111, we need 0b010101. To accomplish this, we
> > use the
> 
> It should be either 0b111 or 0b01010101
> 
> > +             * subtract/and trick, outlined on
> > +             * 
> > https://fgiesen.wordpress.com/2011/01/17/texture-tiling-and-swizzling/
> > +             *
> > +             * Essentially, we have a mask of the bits that we do
> > care to set
> > +             * -- 0b01010101 (X_MASK), and then a clever use of
> > the carry bit
> > +             *  allows us to increments only the bits we care
> > about. So this is
> > +             *  how we iterate X */
> > +
> > +            space_x = (space_x - X_MASK) & X_MASK;
> 
> Again, why not to use LUT here? Does it improve performance? If not,
> let's keep it simple by using LUT.
> 

It looks to me like it might be faster this way.

I think the performance question here is really: Is the ALU-based
masking (subtract + and) faster than an L1 cache hit? We can preload
the cache before the loop to avoid the initial hit.

I'm not 100% convinced it is, but I could be wrong here. I guess it
depends on the exact CPU? In either case, the ALU-based masking is
pretty fast on all CPUs, so I think I would go with that, I think.

Of course, some numbers would be awesome :)

> > +
> > +            /* Copy over the pixel */
> > +            dest[index] = *(source++);
> > +         }
> >        }
> >     }
> >  }
> > 
> >  static void
> > -panfrost_store_tiled_image_generic(void *dst, const void *src,
> > +panfrost_access_tiled_image_generic(void *dst, void *src,
> >                                 const struct pipe_box *box,
> >                                 uint32_t dst_stride,
> >                                 uint32_t src_stride,
> > -                               uint32_t bpp)
> > +                               uint32_t bpp,
> > +                               unsigned is_store)
> >  {
> > +   unsigned space_x_initial = space_4(box->x);
> > +
> >     for (int y = box->y, src_y = 0; src_y < box->height; ++y,
> > ++src_y) {
> >        int block_y = y & ~0x0f;
> > -      int rem_y = y & 0x0F;
> >        int block_start_s = block_y * dst_stride;
> >        int source_start = src_y * src_stride;
> > 
> > -      for (int x = box->x, src_x = 0; src_x < box->width; ++x,
> > ++src_x) {
> > -         int block_x_s = (x >> 4) * 256;
> > -         int rem_x = x & 0x0F;
> > -
> > -         int index = space_filler[rem_y][rem_x];
> > -         const uint8_t *src8 = src;
> > -         const uint8_t *source = &src8[source_start + bpp *
> > src_x];
> > -         uint8_t *dest = dst + block_start_s + bpp * (block_x_s +
> > index);
> > -
> > -         for (int b = 0; b < bpp; ++b)
> > -            dest[b] = source[b];
> > -      }
> > -   }
> > -}
> > -
> > -static void
> > -panfrost_load_tiled_image_bpp4(void *dst, const void *src,
> > -                              const struct pipe_box *box,
> > -                              uint32_t dst_stride,
> > -                              uint32_t src_stride)
> > -{
> > -   for (int y = box->y, dest_y = 0; dest_y < box->height; ++y,
> > ++dest_y) {
> > -      int block_y = y & ~0x0f;
> > -      int rem_y = y & 0x0F;
> > -      int block_start_s = block_y * src_stride;
> > -      int dest_start = dest_y * dst_stride;
> > +      unsigned expanded_y = bit_duplication[y & 0xF];
> > +      unsigned space_x = space_x_initial;
> > 
> > -      for (int x = box->x, dest_x = 0; dest_x < box->width; ++x,
> > ++dest_x) {
> > +      for (int x = box->x, src_x = 0; src_x < box->width; ++x,
> > ++src_x) {
> >           int block_x_s = (x >> 4) * 256;
> > -         int rem_x = x & 0x0F;
> > 
> > -         int index = space_filler[rem_y][rem_x];
> > -         uint32_t *dest = dst + dest_start + 4 * dest_x;
> > -         const uint32_t *source = src + block_start_s + 4 *
> > (block_x_s + index);
> > +         unsigned index = expanded_y ^ space_x;
> > +         space_x = (space_x - X_MASK) & X_MASK;
> > 
> > -         *dest = *source;
> > -      }
> > -   }
> > -}
> > +         uint8_t *src8 = src;
> > +         uint8_t *source = &src8[source_start + bpp * src_x];
> > +         uint8_t *dest = dst + block_start_s + bpp * (block_x_s +
> > index);
> > 
> > -static void
> > -panfrost_load_tiled_image_generic(void *dst, const void *src,
> > -                              const struct pipe_box *box,
> > -                              uint32_t dst_stride,
> > -                              uint32_t src_stride,
> > -                              uint32_t bpp)
> > -{
> > -   for (int y = box->y, dest_y = 0; dest_y < box->height; ++y,
> > ++dest_y) {
> > -      int block_y = y & ~0x0f;
> > -      int rem_y = y & 0x0F;
> > -      int block_start_s = block_y * src_stride;
> > -      int dest_start = dest_y * dst_stride;
> > +         uint8_t *out = is_store ? dest : source;
> > +         uint8_t *in = is_store ? source : dest;
> > 
> > -      for (int x = box->x, dest_x = 0; dest_x < box->width; ++x,
> > ++dest_x) {
> > -         int block_x_s = (x >> 4) * 256;
> > -         int rem_x = x & 0x0F;
> > +         /* Write out 1-4 bytes. Written like this rather than a
> > loop so the
> > +          * compiler doesn't need to do branching (just some
> > predication) */
> > 
> > -         int index = space_filler[rem_y][rem_x];
> > -         uint8_t *dst8 = dst;
> > -         uint8_t *dest = &dst8[dest_start + bpp * dest_x];
> > -         const uint8_t *source = src + block_start_s + bpp *
> > (block_x_s + index);
> > -
> > -         for (int b = 0; b < bpp; ++b)
> > -            dest[b] = source[b];
> > +         out[0] = in[0];
> > +         if (bpp > 1) {
> > +            out[1] = in[1];
> > +            if (bpp > 2) {
> > +               out[2] = in[2];
> > +               if (bpp > 3)
> > +                  out[3] = in[3];
> > +            }
> > +         }
> >        }
> >     }
> >  }
> > @@ -158,13 +262,43 @@ panfrost_store_tiled_image(void *dst, const
> > void *src,
> >                             uint32_t src_stride,
> >                             uint32_t bpp)
> >  {
> > -       switch (bpp) {
> > -       case 4:
> > -               panfrost_store_tiled_image_bpp4(dst, src, box,
> > dst_stride, src_stride);
> > -               break;
> > -       default:
> > -               panfrost_store_tiled_image_generic(dst, src, box,
> > dst_stride, src_stride, bpp);
> > -       }
> > +   /* Unaligned writes we handle by breaking up into an aligned
> > write and a
> > +    * small generic unaligned write */
> > +   if (box->x & 0xF) {
> > +      /* Split up writes so we can get X tile aligned for the
> > larger (major) write */
> 
> Is there any benefit in doing so? Old code used to work fine with
> boxes not aligned to tile boundaries.
> 
> > +      const struct pipe_box major = {
> > +         .x = (box->x & ~0xF) + 0x10,
> > +         .y = box->y,
> > +         .width = box->width - (box->x & 0xF),
> > +         .height = box->height
> > +      };
> > +
> > +      const struct pipe_box minor = {
> > +         .x = box->x,
> > +         .y = box->y,
> > +         .width = 0x10 - (box->x & 0xF),
> > +         .height = box->height
> > +      };
> > +
> > +      if (box->x > 0x10) {
> > +         panfrost_store_tiled_image(dst, src, &minor, dst_stride,
> > src_stride, bpp);
> > +         panfrost_store_tiled_image(dst, src, &major, dst_stride,
> > src_stride, bpp);
> > +      } else {
> > +         panfrost_access_tiled_image_generic(dst, (void *) src,
> > box, dst_stride, src_stride, bpp, 1);
> > +      }
> > +
> > +      return;
> > +   }
> > +
> > +   /* From here, we can guarantee tile alignment of the X */
> > +
> > +     switch (bpp) {
> > +     case 4:
> > +             panfrost_store_tiled_image_bpp4(dst, (void *) src,
> > box, dst_stride, src_stride);
> > +             break;
> > +     default:
> > +             panfrost_access_tiled_image_generic(dst, (void *)
> > src, box, dst_stride, src_stride, bpp, 1);
> > +     }
> >  }
> > 
> >  void
> > @@ -174,11 +308,5 @@ panfrost_load_tiled_image(void *dst, const
> > void *src,
> >                             uint32_t src_stride,
> >                             uint32_t bpp)
> >  {
> > -       switch (bpp) {
> > -       case 4:
> > -               panfrost_load_tiled_image_bpp4(dst, src, box,
> > dst_stride, src_stride);
> > -               break;
> > -       default:
> > -               panfrost_load_tiled_image_generic(dst, src, box,
> > dst_stride, src_stride, bpp);
> > -       }
> > +   panfrost_access_tiled_image_generic((void *) src, dst, box,
> > dst_stride, src_stride, bpp, 0);
> >  }
> > --
> > 2.20.1
> > 
> _______________________________________________
> mesa-dev mailing list
> mesa-dev at lists.freedesktop.org
> https://lists.freedesktop.org/mailman/listinfo/mesa-dev



More information about the mesa-dev mailing list