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diff --git a/docs/drivers/panfrost.rst b/docs/drivers/panfrost.rst index 0ed8b2d8cbd..7fc1a32e9f0 100644 --- a/docs/drivers/panfrost.rst +++ b/docs/drivers/panfrost.rst @@ -1,29 +1,37 @@ Panfrost ======== -The Panfrost driver stack includes a **non-conformant** OpenGL ES -implementation for Arm Mali GPUs based on the Midgard and Bifrost -microarchitectures. The following GPUs are currently supported: - -========= ============ ============ ======= -Product Architecture OpenGL ES OpenGL -========= ============ ============ ======= -Mali T720 Midgard (v4) 2.0 2.1 -Mali T760 Midgard (v5) 3.1 3.1 -Mali T820 Midgard (v5) 3.1 3.1 -Mali T860 Midgard (v5) 3.1 3.1 -Mali G72 Bifrost (v6) 3.1 3.1 -Mali G31 Bifrost (v7) 3.1 3.1 -Mali G52 Bifrost (v7) 3.1 3.1 -========= ============ ============ ======= - -Other Midgard and Bifrost chips (T604, T620, T830, T880, G71, G51, G76) may -work but may be buggy. End users are advised against using Panfrost on -unsupported hardware. Developers interested in porting will need to allowlist -the hardware (``src/gallium/drivers/panfrost/pan_screen.c``). +The Panfrost driver stack includes an OpenGL ES implementation for Arm Mali +GPUs based on the Midgard and Bifrost microarchitectures. It is **conformant** +on Mali-G52 and Mali-G57 but **non-conformant** on other GPUs. The following +hardware is currently supported: + +========= ============= ============ ======= +Product Architecture OpenGL ES OpenGL +========= ============= ============ ======= +Mali T600 Midgard (v4) 2.0 2.1 +Mali T620 Midgard (v4) 2.0 2.1 +Mali T720 Midgard (v4) 2.0 2.1 +Mali T760 Midgard (v5) 3.1 3.1 +Mali T820 Midgard (v5) 3.1 3.1 +Mali T830 Midgard (v5) 3.1 3.1 +Mali T860 Midgard (v5) 3.1 3.1 +Mali T880 Midgard (v5) 3.1 3.1 +Mali G72 Bifrost (v6) 3.1 3.1 +Mali G31 Bifrost (v7) 3.1 3.1 +Mali G51 Bifrost (v7) 3.1 3.1 +Mali G52 Bifrost (v7) 3.1 3.1 +Mali G76 Bifrost (v7) 3.1 3.1 +Mali G57 Valhall (v9) 3.1 3.1 +Mali G310 Valhall (v10) 3.1 3.1 +Mali G610 Valhall (v10) 3.1 3.1 +========= ============= ============ ======= + +Other Midgard and Bifrost chips (e.g. G71) are not yet supported. Older Mali chips based on the Utgard architecture (Mali 400, Mali 450) are -supported in the Lima driver, not Panfrost. Lima is also available in Mesa. +supported in the :doc:`Lima <lima>` driver, not Panfrost. Lima is also +available in Mesa. Other graphics APIs (Vulkan, OpenCL) are not supported at this time. @@ -39,7 +47,7 @@ it's easy to add support, see the commit ``cff7de4bb597e9`` as an example. LLVM is *not* required by Panfrost's compilers. LLVM support in Mesa can safely be disabled for most OpenGL ES users with Panfrost. -Build like ``meson . build/ -Ddri-drivers= -Dvulkan-drivers= +Build like ``meson . build/ -Dvulkan-drivers= -Dgallium-drivers=panfrost -Dllvm=disabled`` for a build directory ``build``. @@ -49,4 +57,259 @@ For general information on building Mesa, read :doc:`the install documentation Chat ---- -Panfrost developers and users hang out on IRC at ``#panfrost`` on OFTC. +Panfrost developers and users hang out on IRC at ``#panfrost`` on OFTC. Note +that registering and authenticating with ``NickServ`` is required to prevent +spam. `Join the chat. <https://webchat.oftc.net/?channels=panfrost>`_ + +Compressed texture support +-------------------------- + +In the driver, Panfrost supports ASTC, ETC, and all BCn formats (e.g. RGTC, +S3TC, etc.) However, Panfrost depends on the hardware to support these formats +efficiently. All supported Mali architectures support these formats, but not +every system-on-chip with a Mali GPU support all these formats. Many lower-end +systems lack support for some BCn formats, which can cause problems when playing +desktop games with Panfrost. To check whether this issue applies to your +system-on-chip, Panfrost includes a ``panfrost_texfeatures`` tool to query +supported formats. + +To use this tool, include the option ``-Dtools=panfrost`` when configuring Mesa. +Then inside your Mesa build directory, the tool is located at +``src/panfrost/tools/panfrost_texfeatures``. Copy it to your target device, +set as executable as necessary, and run on the target device. A table of +supported formats will be printed to standard output. + +drm-shim +-------- + +Panfrost implements ``drm-shim``, stubbing out the Panfrost kernel interface. +Use cases for this functionality include: + +- Future hardware bring up +- Running shader-db on non-Mali workstations +- Reproducing compiler (and some driver) bugs without Mali hardware + +Although Mali hardware is usually paired with an Arm CPU, Panfrost is portable C +code and should work on any Linux machine. In particular, you can test the +compiler on shader-db on an Intel desktop. + +To build Mesa with Panfrost drm-shim, configure Meson with +``-Dgallium-drivers=panfrost`` and ``-Dtools=drm-shim``. See the above +building section for a full invocation. The drm-shim binary will be built to +``build/src/panfrost/drm-shim/libpanfrost_noop_drm_shim.so``. + +To use, set the ``LD_PRELOAD`` environment variable to the drm-shim binary. It +may also be necessary to set ``LIBGL_DRIVERS_PATH`` to the location where Mesa +was installed. + +By default, drm-shim mocks a Mali-G52 system. To select a specific Mali GPU, +set the ``PAN_GPU_ID`` environment variable to the desired GPU ID: + +========= ============= ======= +Product Architecture GPU ID +========= ============= ======= +Mali-T720 Midgard (v4) 720 +Mali-T860 Midgard (v5) 860 +Mali-G72 Bifrost (v6) 6221 +Mali-G52 Bifrost (v7) 7212 +Mali-G57 Valhall (v9) 9093 +Mali-G610 Valhall (v10) a867 +========= ============= ======= + +Additional GPU IDs are enumerated in the ``panfrost_model_list`` list in +``src/panfrost/lib/pan_props.c``. + +As an example: assuming Mesa is installed to a local path ``~/lib`` and Mesa's +build directory is ``~/mesa/build``, a shader can be compiled for Mali-G52 as: + +.. code-block:: sh + + ~/shader-db$ BIFROST_MESA_DEBUG=shaders \ + LIBGL_DRIVERS_PATH=~/lib/dri/ \ + LD_PRELOAD=~/mesa/build/src/panfrost/drm-shim/libpanfrost_noop_drm_shim.so \ + PAN_GPU_ID=7212 \ + ./run shaders/glmark/1-1.shader_test + +The same shader can be compiled for Mali-T720 as: + +.. code-block:: sh + + ~/shader-db$ MIDGARD_MESA_DEBUG=shaders \ + LIBGL_DRIVERS_PATH=~/lib/dri/ \ + LD_PRELOAD=~/mesa/build/src/panfrost/drm-shim/libpanfrost_noop_drm_shim.so \ + PAN_GPU_ID=720 \ + ./run shaders/glmark/1-1.shader_test + +These examples set the compilers' ``shaders`` debug flags to dump the optimized +NIR, backend IR after instruction selection, backend IR after register +allocation and scheduling, and a disassembly of the final compiled binary. + +As another example, this invocation runs a single dEQP test "on" Mali-G52, +pretty-printing GPU data structures and disassembling all shaders +(``PAN_MESA_DEBUG=trace``) as well as dumping raw GPU memory +(``PAN_MESA_DEBUG=dump``). The ``EGL_PLATFORM=surfaceless`` environment variable +and various flags to dEQP mimic the surfaceless environment that our +continuous integration (CI) uses. This eliminates window system dependencies, +although it requires a specially built CTS: + +.. code-block:: sh + + ~/VK-GL-CTS/build/external/openglcts/modules$ PAN_MESA_DEBUG=trace,dump \ + LIBGL_DRIVERS_PATH=~/lib/dri/ \ + LD_PRELOAD=~/mesa/build/src/panfrost/drm-shim/libpanfrost_noop_drm_shim.so \ + PAN_GPU_ID=7212 EGL_PLATFORM=surfaceless \ + ./glcts --deqp-surface-type=pbuffer \ + --deqp-gl-config-name=rgba8888d24s8ms0 --deqp-surface-width=256 \ + --deqp-surface-height=256 -n \ + dEQP-GLES31.functional.shaders.builtin_functions.common.abs.float_highp_compute + +U-interleaved tiling +--------------------- + +Panfrost supports u-interleaved tiling. U-interleaved tiling is +indicated by the ``DRM_FORMAT_MOD_ARM_16X16_BLOCK_U_INTERLEAVED`` modifier. + +The tiling reorders whole pixels (blocks). It does not compress or modify the +pixels themselves, so it can be used for any image format. Internally, images +are divided into tiles. Tiles occur in source order, but pixels (blocks) within +each tile are reordered according to a space-filling curve. + +For regular formats, 16x16 tiles are used. This harmonizes with the default tile +size for binning and CRCs (transaction elimination). It also means a single line +(16 pixels) at 4 bytes per pixel equals a single 64-byte cache line. + +For formats that are already block compressed (S3TC, RGTC, etc), 4x4 tiles are +used, where entire blocks are reorder. Most of these formats compress 4x4 +blocks, so this gives an effective 16x16 tiling. This justifies the tile size +intuitively, though it's not a rule: ASTC may uses larger blocks. + +Within a tile, the X and Y bits are interleaved (like Morton order), but with a +twist: adjacent bit pairs are XORed. The reason to add XORs is not obvious. +Visually, addresses take the form:: + + | y3 | (x3 ^ y3) | y2 | (y2 ^ x2) | y1 | (y1 ^ x1) | y0 | (y0 ^ x0) | + +Reference routines to encode/decode u-interleaved images are available in +``src/panfrost/shared/test/test-tiling.cpp``, which documents the space-filling +curve. This reference implementation is used to unit test the optimized +implementation used in production. The optimized implementation is available in +``src/panfrost/shared/pan_tiling.c``. + +Although these routines are part of Panfrost, they are also used by Lima, as Arm +introduced the format with Utgard. It is the only tiling supported on Utgard. On +Mali-T760 and newer, Arm Framebuffer Compression (AFBC) is more efficient and +should be used instead where possible. However, not all formats are +compressible, so u-interleaved tiling remains an important fallback on Panfrost. + +Instancing +---------- + +The attribute descriptor lets the attribute unit compute the address of an +attribute given the vertex and instance ID. Unfortunately, the way this works is +rather complicated when instancing is enabled. + +To explain this, first we need to explain how compute and vertex threads are +dispatched. When a quad is dispatched, it receives a single, linear index. +However, we need to translate that index into a (vertex id, instance id) pair. +One option would be to do: + +.. math:: + \text{vertex id} = \text{linear id} \% \text{num vertices} + + \text{instance id} = \text{linear id} / \text{num vertices} + +but this involves a costly division and modulus by an arbitrary number. +Instead, we could pad num_vertices. We dispatch padded_num_vertices * +num_instances threads instead of num_vertices * num_instances, which results +in some "extra" threads with vertex_id >= num_vertices, which we have to +discard. The more we pad num_vertices, the more "wasted" threads we +dispatch, but the division is potentially easier. + +One straightforward choice is to pad num_vertices to the next power of two, +which means that the division and modulus are just simple bit shifts and +masking. But the actual algorithm is a bit more complicated. The thread +dispatcher has special support for dividing by 3, 5, 7, and 9, in addition +to dividing by a power of two. As a result, padded_num_vertices can be +1, 3, 5, 7, or 9 times a power of two. This results in less wasted threads, +since we need less padding. + +padded_num_vertices is picked by the hardware. The driver just specifies the +actual number of vertices. Note that padded_num_vertices is a multiple of four +(presumably because threads are dispatched in groups of 4). Also, +padded_num_vertices is always at least one more than num_vertices, which seems +like a quirk of the hardware. For larger num_vertices, the hardware uses the +following algorithm: using the binary representation of num_vertices, we look at +the most significant set bit as well as the following 3 bits. Let n be the +number of bits after those 4 bits. Then we set padded_num_vertices according to +the following table: + +========== ======================= +high bits padded_num_vertices +========== ======================= +1000 :math:`9 \cdot 2^n` +1001 :math:`5 \cdot 2^{n+1}` +101x :math:`3 \cdot 2^{n+2}` +110x :math:`7 \cdot 2^{n+1}` +111x :math:`2^{n+4}` +========== ======================= + +For example, if num_vertices = 70 is passed to glDraw(), its binary +representation is 1000110, so n = 3 and the high bits are 1000, and +therefore padded_num_vertices = :math:`9 \cdot 2^3` = 72. + +The attribute unit works in terms of the original linear_id. if +num_instances = 1, then they are the same, and everything is simple. +However, with instancing things get more complicated. There are four +possible modes, two of them we can group together: + +1. Use the linear_id directly. Only used when there is no instancing. + +2. Use the linear_id modulo a constant. This is used for per-vertex +attributes with instancing enabled by making the constant equal +padded_num_vertices. Because the modulus is always padded_num_vertices, this +mode only supports a modulus that is a power of 2 times 1, 3, 5, 7, or 9. +The shift field specifies the power of two, while the extra_flags field +specifies the odd number. If shift = n and extra_flags = m, then the modulus +is :math:`(2m + 1) \cdot 2^n`. As an example, if num_vertices = 70, then as +computed above, padded_num_vertices = :math:`9 \cdot 2^3`, so we should set +extra_flags = 4 and shift = 3. Note that we must exactly follow the hardware +algorithm used to get padded_num_vertices in order to correctly implement +per-vertex attributes. + +3. Divide the linear_id by a constant. In order to correctly implement +instance divisors, we have to divide linear_id by padded_num_vertices times +to user-specified divisor. So first we compute padded_num_vertices, again +following the exact same algorithm that the hardware uses, then multiply it +by the GL-level divisor to get the hardware-level divisor. This case is +further divided into two more cases. If the hardware-level divisor is a +power of two, then we just need to shift. The shift amount is specified by +the shift field, so that the hardware-level divisor is just +:math:`2^\text{shift}`. + +If it isn't a power of two, then we have to divide by an arbitrary integer. +For that, we use the well-known technique of multiplying by an approximation +of the inverse. The driver must compute the magic multiplier and shift +amount, and then the hardware does the multiplication and shift. The +hardware and driver also use the "round-down" optimization as described in +https://ridiculousfish.com/files/faster_unsigned_division_by_constants.pdf. +The hardware further assumes the multiplier is between :math:`2^{31}` and +:math:`2^{32}`, so the high bit is implicitly set to 1 even though it is set +to 0 by the driver -- presumably this simplifies the hardware multiplier a +little. The hardware first multiplies linear_id by the multiplier and +takes the high 32 bits, then applies the round-down correction if +extra_flags = 1, then finally shifts right by the shift field. + +There are some differences between ridiculousfish's algorithm and the Mali +hardware algorithm, which means that the reference code from ridiculousfish +doesn't always produce the right constants. Mali does not use the pre-shift +optimization, since that would make a hardware implementation slower (it +would have to always do the pre-shift, multiply, and post-shift operations). +It also forces the multiplier to be at least :math:`2^{31}`, which means +that the exponent is entirely fixed, so there is no trial-and-error. +Altogether, given the divisor d, the algorithm the driver must follow is: + +1. Set shift = :math:`\lfloor \log_2(d) \rfloor`. +2. Compute :math:`m = \lceil 2^{shift + 32} / d \rceil` and :math:`e = 2^{shift + 32} % d`. +3. If :math:`e <= 2^{shift}`, then we need to use the round-down algorithm. Set + magic_divisor = m - 1 and extra_flags = 1. 4. Otherwise, set magic_divisor = + m and extra_flags = 0. |