docs/panfrost: Move description of instancing
Connor Abbott wrote a nice explanation of how instance divisors work on Mali. Let's add it to the driver docs instead of letting it languish in a forgotten header file. This is mostly pasted from the existing header in tree, with a few local changes applied. Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20445>
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@@ -175,3 +175,114 @@ Mali-T760 and newer, Arm Framebuffer Compression (AFBC) is more efficient and
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should be used instead where possible. However, not all formats are
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should be used instead where possible. However, not all formats are
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compressible, so u-interleaved tiling remains an important fallback on Panfrost.
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compressible, so u-interleaved tiling remains an important fallback on Panfrost.
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Instancing
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----------
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The attribute descriptor lets the attribute unit compute the address of an
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attribute given the vertex and instance ID. Unfortunately, the way this works is
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rather complicated when instancing is enabled.
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To explain this, first we need to explain how compute and vertex threads are
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dispatched. When a quad is dispatched, it receives a single, linear index.
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However, we need to translate that index into a (vertex id, instance id) pair.
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One option would be to do:
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.. math::
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\text{vertex id} = \text{linear id} \% \text{num vertices}
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\text{instance id} = \text{linear id} / \text{num vertices}
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but this involves a costly division and modulus by an arbitrary number.
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Instead, we could pad num_vertices. We dispatch padded_num_vertices *
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num_instances threads instead of num_vertices * num_instances, which results
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in some "extra" threads with vertex_id >= num_vertices, which we have to
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discard. The more we pad num_vertices, the more "wasted" threads we
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dispatch, but the division is potentially easier.
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One straightforward choice is to pad num_vertices to the next power of two,
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which means that the division and modulus are just simple bit shifts and
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masking. But the actual algorithm is a bit more complicated. The thread
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dispatcher has special support for dividing by 3, 5, 7, and 9, in addition
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to dividing by a power of two. As a result, padded_num_vertices can be
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1, 3, 5, 7, or 9 times a power of two. This results in less wasted threads,
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since we need less padding.
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padded_num_vertices is picked by the hardware. The driver just specifies the
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actual number of vertices. Note that padded_num_vertices is a multiple of four
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(presumably because threads are dispatched in groups of 4). Also,
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padded_num_vertices is always at least one more than num_vertices, which seems
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like a quirk of the hardware. For larger num_vertices, the hardware uses the
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following algorithm: using the binary representation of num_vertices, we look at
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the most significant set bit as well as the following 3 bits. Let n be the
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number of bits after those 4 bits. Then we set padded_num_vertices according to
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the following table:
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========== =======================
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high bits padded_num_vertices
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========== =======================
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1000 :math:`9 \cdot 2^n`
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1001 :math:`5 \cdot 2^{n+1}`
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101x :math:`3 \cdot 2^{n+2}`
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110x :math:`7 \cdot 2^{n+1}`
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111x :math:`2^{n+4}`
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========== =======================
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For example, if num_vertices = 70 is passed to glDraw(), its binary
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representation is 1000110, so n = 3 and the high bits are 1000, and
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therefore padded_num_vertices = :math:`9 \cdot 2^3` = 72.
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The attribute unit works in terms of the original linear_id. if
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num_instances = 1, then they are the same, and everything is simple.
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However, with instancing things get more complicated. There are four
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possible modes, two of them we can group together:
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1. Use the linear_id directly. Only used when there is no instancing.
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2. Use the linear_id modulo a constant. This is used for per-vertex
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attributes with instancing enabled by making the constant equal
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padded_num_vertices. Because the modulus is always padded_num_vertices, this
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mode only supports a modulus that is a power of 2 times 1, 3, 5, 7, or 9.
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The shift field specifies the power of two, while the extra_flags field
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specifies the odd number. If shift = n and extra_flags = m, then the modulus
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is :math:`(2m + 1) \cdot 2^n`. As an example, if num_vertices = 70, then as
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computed above, padded_num_vertices = :math:`9 \cdot 2^3`, so we should set
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extra_flags = 4 and shift = 3. Note that we must exactly follow the hardware
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algorithm used to get padded_num_vertices in order to correctly implement
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per-vertex attributes.
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3. Divide the linear_id by a constant. In order to correctly implement
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instance divisors, we have to divide linear_id by padded_num_vertices times
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to user-specified divisor. So first we compute padded_num_vertices, again
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following the exact same algorithm that the hardware uses, then multiply it
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by the GL-level divisor to get the hardware-level divisor. This case is
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further divided into two more cases. If the hardware-level divisor is a
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power of two, then we just need to shift. The shift amount is specified by
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the shift field, so that the hardware-level divisor is just 2^shift.
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If it isn't a power of two, then we have to divide by an arbitrary integer.
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For that, we use the well-known technique of multiplying by an approximation
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of the inverse. The driver must compute the magic multiplier and shift
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amount, and then the hardware does the multiplication and shift. The
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hardware and driver also use the "round-down" optimization as described in
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http://ridiculousfish.com/files/faster_unsigned_division_by_constants.pdf.
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The hardware further assumes the multiplier is between 2^31 and 2^32, so the
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high bit is implicitly set to 1 even though it is set to 0 by the driver --
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presumably this simplifies the hardware multiplier a little. The hardware
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first multiplies linear_id by the multiplier and takes the high 32 bits,
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then applies the round-down correction if extra_flags = 1, then finally
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shifts right by the shift field.
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There are some differences between ridiculousfish's algorithm and the Mali
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hardware algorithm, which means that the reference code from ridiculousfish
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doesn't always produce the right constants. Mali does not use the pre-shift
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optimization, since that would make a hardware implementation slower (it
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would have to always do the pre-shift, multiply, and post-shift operations).
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It also forces the multplier to be at least 2^31, which means that the
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exponent is entirely fixed, so there is no trial-and-error. Altogether,
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given the divisor d, the algorithm the driver must follow is:
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1. Set shift = :math:`\lfloor \log_2(d) \rfloor`.
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2. Compute :math:`m = \lceil 2^{shift + 32} / d \rceil` and :math:`e = 2^{shift + 32} % d`.
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3. If :math:`e <= 2^{shift}`, then we need to use the round-down algorithm. Set
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magic_divisor = m - 1 and extra_flags = 1. 4. Otherwise, set magic_divisor =
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m and extra_flags = 0.
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@@ -42,129 +42,6 @@ typedef uint64_t mali_ptr;
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#define MALI_EXTRACT_TYPE(fmt) ((fmt)&0xe0)
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#define MALI_EXTRACT_TYPE(fmt) ((fmt)&0xe0)
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#define MALI_EXTRACT_INDEX(pixfmt) (((pixfmt) >> 12) & 0xFF)
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#define MALI_EXTRACT_INDEX(pixfmt) (((pixfmt) >> 12) & 0xFF)
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/*
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* Mali Attributes
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*
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* This structure lets the attribute unit compute the address of an attribute
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* given the vertex and instance ID. Unfortunately, the way this works is
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* rather complicated when instancing is enabled.
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*
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* To explain this, first we need to explain how compute and vertex threads are
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* dispatched. This is a guess (although a pretty firm guess!) since the
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* details are mostly hidden from the driver, except for attribute instancing.
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* When a quad is dispatched, it receives a single, linear index. However, we
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* need to translate that index into a (vertex id, instance id) pair, or a
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* (local id x, local id y, local id z) triple for compute shaders (although
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* vertex shaders and compute shaders are handled almost identically).
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* Focusing on vertex shaders, one option would be to do:
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*
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* vertex_id = linear_id % num_vertices
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* instance_id = linear_id / num_vertices
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*
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* but this involves a costly division and modulus by an arbitrary number.
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* Instead, we could pad num_vertices. We dispatch padded_num_vertices *
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* num_instances threads instead of num_vertices * num_instances, which results
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* in some "extra" threads with vertex_id >= num_vertices, which we have to
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* discard. The more we pad num_vertices, the more "wasted" threads we
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* dispatch, but the division is potentially easier.
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*
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* One straightforward choice is to pad num_vertices to the next power of two,
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* which means that the division and modulus are just simple bit shifts and
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* masking. But the actual algorithm is a bit more complicated. The thread
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* dispatcher has special support for dividing by 3, 5, 7, and 9, in addition
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* to dividing by a power of two. This is possibly using the technique
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* described in patent US20170010862A1. As a result, padded_num_vertices can be
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* 1, 3, 5, 7, or 9 times a power of two. This results in less wasted threads,
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* since we need less padding.
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*
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* padded_num_vertices is picked by the hardware. The driver just specifies the
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* actual number of vertices. At least for Mali G71, the first few cases are
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* given by:
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*
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* num_vertices | padded_num_vertices
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* 3 | 4
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* 4-7 | 8
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* 8-11 | 12 (3 * 4)
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* 12-15 | 16
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* 16-19 | 20 (5 * 4)
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*
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* Note that padded_num_vertices is a multiple of four (presumably because
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* threads are dispatched in groups of 4). Also, padded_num_vertices is always
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* at least one more than num_vertices, which seems like a quirk of the
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* hardware. For larger num_vertices, the hardware uses the following
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* algorithm: using the binary representation of num_vertices, we look at the
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* most significant set bit as well as the following 3 bits. Let n be the
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* number of bits after those 4 bits. Then we set padded_num_vertices according
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* to the following table:
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*
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* high bits | padded_num_vertices
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* 1000 | 9 * 2^n
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* 1001 | 5 * 2^(n+1)
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* 101x | 3 * 2^(n+2)
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* 110x | 7 * 2^(n+1)
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* 111x | 2^(n+4)
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*
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* For example, if num_vertices = 70 is passed to glDraw(), its binary
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* representation is 1000110, so n = 3 and the high bits are 1000, and
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* therefore padded_num_vertices = 9 * 2^3 = 72.
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*
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* The attribute unit works in terms of the original linear_id. if
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* num_instances = 1, then they are the same, and everything is simple.
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* However, with instancing things get more complicated. There are four
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* possible modes, two of them we can group together:
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*
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* 1. Use the linear_id directly. Only used when there is no instancing.
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*
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* 2. Use the linear_id modulo a constant. This is used for per-vertex
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* attributes with instancing enabled by making the constant equal
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* padded_num_vertices. Because the modulus is always padded_num_vertices, this
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* mode only supports a modulus that is a power of 2 times 1, 3, 5, 7, or 9.
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* The shift field specifies the power of two, while the extra_flags field
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* specifies the odd number. If shift = n and extra_flags = m, then the modulus
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* is (2m + 1) * 2^n. As an example, if num_vertices = 70, then as computed
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* above, padded_num_vertices = 9 * 2^3, so we should set extra_flags = 4 and
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* shift = 3. Note that we must exactly follow the hardware algorithm used to
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* get padded_num_vertices in order to correctly implement per-vertex
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* attributes.
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*
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* 3. Divide the linear_id by a constant. In order to correctly implement
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* instance divisors, we have to divide linear_id by padded_num_vertices times
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* to user-specified divisor. So first we compute padded_num_vertices, again
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* following the exact same algorithm that the hardware uses, then multiply it
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* by the GL-level divisor to get the hardware-level divisor. This case is
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* further divided into two more cases. If the hardware-level divisor is a
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* power of two, then we just need to shift. The shift amount is specified by
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* the shift field, so that the hardware-level divisor is just 2^shift.
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*
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* If it isn't a power of two, then we have to divide by an arbitrary integer.
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* For that, we use the well-known technique of multiplying by an approximation
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* of the inverse. The driver must compute the magic multiplier and shift
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* amount, and then the hardware does the multiplication and shift. The
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* hardware and driver also use the "round-down" optimization as described in
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* http://ridiculousfish.com/files/faster_unsigned_division_by_constants.pdf.
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* The hardware further assumes the multiplier is between 2^31 and 2^32, so the
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* high bit is implicitly set to 1 even though it is set to 0 by the driver --
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* presumably this simplifies the hardware multiplier a little. The hardware
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* first multiplies linear_id by the multiplier and takes the high 32 bits,
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* then applies the round-down correction if extra_flags = 1, then finally
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* shifts right by the shift field.
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*
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* There are some differences between ridiculousfish's algorithm and the Mali
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* hardware algorithm, which means that the reference code from ridiculousfish
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* doesn't always produce the right constants. Mali does not use the pre-shift
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* optimization, since that would make a hardware implementation slower (it
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* would have to always do the pre-shift, multiply, and post-shift operations).
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* It also forces the multplier to be at least 2^31, which means that the
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* exponent is entirely fixed, so there is no trial-and-error. Altogether,
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* given the divisor d, the algorithm the driver must follow is:
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*
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* 1. Set shift = floor(log2(d)).
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* 2. Compute m = ceil(2^(shift + 32) / d) and e = 2^(shift + 32) % d.
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* 3. If e <= 2^shift, then we need to use the round-down algorithm. Set
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* magic_divisor = m - 1 and extra_flags = 1.
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* 4. Otherwise, set magic_divisor = m and extra_flags = 0.
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*/
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/* Purposeful off-by-one in width, height fields. For example, a (64, 64)
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/* Purposeful off-by-one in width, height fields. For example, a (64, 64)
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* texture is stored as (63, 63) in these fields. This adjusts for that.
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* texture is stored as (63, 63) in these fields. This adjusts for that.
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* There's an identical pattern in the framebuffer descriptor. Even vertex
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* There's an identical pattern in the framebuffer descriptor. Even vertex
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Reference in New Issue
Block a user