Files
third_party_mesa3d/src/intel/compiler/brw_rt.h
Francisco Jerez 4420251947 intel/rt: Fix L3 bank performance bottlenecks due to SW stack stride alignment.
Power-of-two SW stack sizes are prone to causing collisions in the
hashing function used by the L3 to map memory addresses to banks,
which can cause stack accesses from most DSSes to bottleneck on a
single L3 bank.  Fix it by padding the SW stack stride by a single
cacheline if it was a power of two.  This has been reported by Felix
DeGrood to improve Quake2 RTX performance by ~30% on DG2-512 in
combination with other RT patches Lionel Landwerlin has been working
on.

Many thanks to Felix DeGrood for doing much of the legwork and
providing several iterations of Q2RTX performance counter dumps which
eventually prompted me to consider the hash collision theory and
motivated this patch, and for providing additional performance counter
dumps confirming that there is no longer an appreciable imbalance in
traffic across L3 banks after this change.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21461>
2023-02-26 11:48:33 -08:00

288 lines
10 KiB
C

/*
* Copyright © 2020 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.
*/
#ifndef BRW_RT_H
#define BRW_RT_H
#ifdef __cplusplus
extern "C" {
#endif
/** Vulkan defines shaderGroupHandleSize = 32 */
#define BRW_RT_SBT_HANDLE_SIZE 32
/** RT_DISPATCH_GLOBALS size (see gen_rt.xml) */
#define BRW_RT_DISPATCH_GLOBALS_SIZE 80
/** Offset after the RT dispatch globals at which "push" constants live */
#define BRW_RT_PUSH_CONST_OFFSET 128
/** Stride of the resume SBT */
#define BRW_BTD_RESUME_SBT_STRIDE 8
/* Vulkan always uses exactly two levels of BVH: world and object. At the API
* level, these are referred to as top and bottom.
*/
enum brw_rt_bvh_level {
BRW_RT_BVH_LEVEL_WORLD = 0,
BRW_RT_BVH_LEVEL_OBJECT = 1,
};
#define BRW_RT_MAX_BVH_LEVELS 2
enum brw_rt_bvh_node_type {
BRW_RT_BVH_NODE_TYPE_INTERNAL = 0,
BRW_RT_BVH_NODE_TYPE_INSTANCE = 1,
BRW_RT_BVH_NODE_TYPE_PROCEDURAL = 3,
BRW_RT_BVH_NODE_TYPE_QUAD = 4,
};
/** HitKind values returned for triangle geometry
*
* This enum must match the SPIR-V enum.
*/
enum brw_rt_hit_kind {
BRW_RT_HIT_KIND_FRONT_FACE = 0xfe,
BRW_RT_HIT_KIND_BACK_FACE = 0xff,
};
/** Ray flags
*
* This enum must match the SPIR-V RayFlags enum.
*/
enum brw_rt_ray_flags {
BRW_RT_RAY_FLAG_FORCE_OPAQUE = 0x01,
BRW_RT_RAY_FLAG_FORCE_NON_OPAQUE = 0x02,
BRW_RT_RAY_FLAG_TERMINATE_ON_FIRST_HIT = 0x04,
BRW_RT_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 0x08,
BRW_RT_RAY_FLAG_CULL_BACK_FACING_TRIANGLES = 0x10,
BRW_RT_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES = 0x20,
BRW_RT_RAY_FLAG_CULL_OPAQUE = 0x40,
BRW_RT_RAY_FLAG_CULL_NON_OPAQUE = 0x80,
BRW_RT_RAY_FLAG_SKIP_TRIANGLES = 0x100,
BRW_RT_RAY_FLAG_SKIP_AABBS = 0x200,
};
struct brw_rt_scratch_layout {
/** Number of stack IDs per DSS */
uint32_t stack_ids_per_dss;
/** Start offset (in bytes) of the hardware MemRay stack */
uint32_t ray_stack_start;
/** Stride (in bytes) of the hardware MemRay stack */
uint32_t ray_stack_stride;
/** Start offset (in bytes) of the SW stacks */
uint64_t sw_stack_start;
/** Size (in bytes) of the SW stack for a single shader invocation */
uint32_t sw_stack_size;
/** Total size (in bytes) of the RT scratch memory area */
uint64_t total_size;
};
/** Parameters passed to the raygen trampoline shader
*
* This struct is carefully construected to be 32B and must be passed to the
* raygen trampoline shader as as inline constant data.
*/
struct brw_rt_raygen_trampoline_params {
/** The GPU address of the RT_DISPATCH_GLOBALS */
uint64_t rt_disp_globals_addr;
/** The GPU address of the BINDLESS_SHADER_RECORD for the raygen shader */
uint64_t raygen_bsr_addr;
/** 1 if this is an indirect dispatch, 0 otherwise */
uint8_t is_indirect;
/** The integer log2 of the local group size
*
* Ray-tracing shaders don't have a concept of local vs. global workgroup
* size. They only have a single 3D launch size. The raygen trampoline
* shader is always dispatched with a local workgroup size equal to the
* SIMD width but the shape of the local workgroup is determined at
* dispatch time based on the shape of the launch and passed to the
* trampoline via this field. (There's no sense having a Z dimension on
* the local workgroup if the launch is 2D.)
*
* We use the integer log2 of the size because there's no point in
* non-power-of-two sizes and shifts are cheaper than division.
*/
uint8_t local_group_size_log2[3];
uint32_t pad[3];
};
/** Size of the "hot zone" in bytes
*
* The hot zone is a SW-defined data structure which is a single uvec4
* containing two bits of information:
*
* - hotzone.x: Stack offset (in bytes)
*
* This is the offset (in bytes) into the per-thread scratch space at which
* the current shader's stack starts. This is incremented by the calling
* shader prior to any shader call type instructions and gets decremented
* by the resume shader as part of completing the return operation.
*
*
* - hotzone.yzw: The launch ID associated with the current thread
*
* Inside a bindless shader, the only information we have is the DSS ID
* from the hardware EU and a per-DSS stack ID. In particular, the three-
* dimensional launch ID is lost the moment we leave the raygen trampoline.
*/
#define BRW_RT_SIZEOF_HOTZONE 16
/* From the BSpec "Address Computation for Memory Based Data Structures:
* Ray and TraversalStack (Async Ray Tracing)":
*
* sizeof(Ray) = 64B, sizeof(HitInfo) = 32B, sizeof(TravStack) = 32B.
*/
#define BRW_RT_SIZEOF_RAY 64
#define BRW_RT_SIZEOF_HIT_INFO 32
#define BRW_RT_SIZEOF_TRAV_STACK 32
/* From the BSpec:
*
* syncStackSize = (maxBVHLevels % 2 == 1) ?
* (sizeof(HitInfo) * 2 +
* (sizeof(Ray) + sizeof(TravStack)) * maxBVHLevels + 32B) :
* (sizeof(HitInfo) * 2 +
* (sizeof(Ray) + sizeof(TravStack)) * maxBVHLevels);
*
* The select is just to align to 64B.
*/
#define BRW_RT_SIZEOF_RAY_QUERY \
(BRW_RT_SIZEOF_HIT_INFO * 2 + \
(BRW_RT_SIZEOF_RAY + BRW_RT_SIZEOF_TRAV_STACK) * BRW_RT_MAX_BVH_LEVELS + \
(BRW_RT_MAX_BVH_LEVELS % 2 ? 32 : 0))
#define BRW_RT_SIZEOF_SHADOW_RAY_QUERY \
(BRW_RT_SIZEOF_HIT_INFO * 2 + \
(BRW_RT_SIZEOF_RAY + BRW_RT_SIZEOF_TRAV_STACK) * BRW_RT_MAX_BVH_LEVELS)
#define BRW_RT_SIZEOF_HW_STACK \
(BRW_RT_SIZEOF_HIT_INFO * 2 + \
BRW_RT_SIZEOF_RAY * BRW_RT_MAX_BVH_LEVELS + \
BRW_RT_SIZEOF_TRAV_STACK * BRW_RT_MAX_BVH_LEVELS)
/* This is a mesa-defined region for hit attribute data */
#define BRW_RT_SIZEOF_HIT_ATTRIB_DATA 64
#define BRW_RT_OFFSETOF_HIT_ATTRIB_DATA BRW_RT_SIZEOF_HW_STACK
#define BRW_RT_ASYNC_STACK_STRIDE \
ALIGN(BRW_RT_OFFSETOF_HIT_ATTRIB_DATA + \
BRW_RT_SIZEOF_HIT_ATTRIB_DATA, 64)
static inline void
brw_rt_compute_scratch_layout(struct brw_rt_scratch_layout *layout,
const struct intel_device_info *devinfo,
uint32_t stack_ids_per_dss,
uint32_t sw_stack_size)
{
layout->stack_ids_per_dss = stack_ids_per_dss;
const uint32_t dss_count = intel_device_info_dual_subslice_id_bound(devinfo);
const uint32_t num_stack_ids = dss_count * stack_ids_per_dss;
uint64_t size = 0;
/* The first thing in our scratch area is an array of "hot zones" which
* store the stack offset as well as the launch IDs for each active
* invocation.
*/
size += BRW_RT_SIZEOF_HOTZONE * num_stack_ids;
/* Next, we place the HW ray stacks */
assert(size % 64 == 0); /* Cache-line aligned */
assert(size < UINT32_MAX);
layout->ray_stack_start = size;
layout->ray_stack_stride = BRW_RT_ASYNC_STACK_STRIDE;
size += num_stack_ids * layout->ray_stack_stride;
/* Finally, we place the SW stacks for the individual ray-tracing shader
* invocations. We align these to 64B to ensure that we don't have any
* shared cache lines which could hurt performance.
*/
assert(size % 64 == 0);
layout->sw_stack_start = size;
layout->sw_stack_size = ALIGN(sw_stack_size, 64);
/* Currently it's always the case that sw_stack_size is a power of
* two, but power-of-two SW stack sizes are prone to causing
* collisions in the hashing function used by the L3 to map memory
* addresses to banks, which can cause stack accesses from most
* DSSes to bottleneck on a single L3 bank. Fix it by padding the
* SW stack by a single cacheline if it was a power of two.
*/
if (layout->sw_stack_size > 64 &&
util_is_power_of_two_nonzero(layout->sw_stack_size))
layout->sw_stack_size += 64;
size += num_stack_ids * layout->sw_stack_size;
layout->total_size = size;
}
static inline uint32_t
brw_rt_ray_queries_hw_stacks_size(const struct intel_device_info *devinfo)
{
/* Maximum slice/subslice/EU ID can be computed from the max_scratch_ids
* which includes all the threads.
*/
uint32_t max_eu_id = devinfo->max_scratch_ids[MESA_SHADER_COMPUTE];
uint32_t max_simd_size = 16; /* Cannot run in SIMD32 with ray queries */
return max_eu_id * max_simd_size * BRW_RT_SIZEOF_RAY_QUERY;
}
static inline uint32_t
brw_rt_ray_queries_shadow_stack_size(const struct intel_device_info *devinfo)
{
/* Maximum slice/subslice/EU ID can be computed from the max_scratch_ids
* which includes all the threads.
*/
uint32_t max_eu_id = devinfo->max_scratch_ids[MESA_SHADER_COMPUTE];
uint32_t max_simd_size = 16; /* Cannot run in SIMD32 with ray queries */
return max_eu_id * max_simd_size * BRW_RT_SIZEOF_SHADOW_RAY_QUERY;
}
static inline uint32_t
brw_rt_ray_queries_shadow_stacks_size(const struct intel_device_info *devinfo,
uint32_t ray_queries)
{
/* Don't bother a shadow stack if we only have a single query. We can
* directly write in the HW buffer.
*/
return (ray_queries > 1 ? ray_queries : 0) * brw_rt_ray_queries_shadow_stack_size(devinfo) +
ray_queries * 4; /* Ctrl + Level data */
}
#ifdef __cplusplus
}
#endif
#endif /* BRW_RT_H */