Aquarium demo with Panfrost on Mali G52
Since our previous update on Panfrost, the open source stack for Arm's Mali
Midgard and Bifrost GPUs, we've focused on taking our driver from its
reverse-engineered origins on Midgard to a mature stack. We've overhauled both
the Gallium driver and the backend compiler, and as a result, Mesa 20.3 --
scheduled for release at the end-of-the-month -- will
feature some Bifrost support out-of-the-box.
For the first years of Panfrost, everything we knew about the hardware was from
reverse-engineering, an understanding superseded by canonical information on
the hardware. For example, we now know canonical names for data structures and
instructions for which we had picked names arbitrarily during
reverse-engineering. To accelerate driver development, removing unknown magic
fields and exposing logical errors, we needed to integrate this new
information. Our approach was two prong:
GenXML is a tool developed for the open source Intel graphics drivers and
modified for use in the VideoCore drivers. For Panfrost, we modified
the Broadcom GenXML to produce our own Panfrost flavour of GenXML optimized for
Mali GPUs.
While reverse-engineering, it was convenient to lay out data structures as ad
hoc bitfields in a C header file:
struct mali_blend_mode { enum mali_blend_modifier clip_modifier : 2; unsigned unused_0 : 1; unsigned negate_source : 1; enum mali_dominant_blend dominant : 1; enum mali_nondominant_mode nondominant_mode : 1; unsigned unused_1 : 1; unsigned negate_dest : 1; enum mali_dominant_factor dominant_factor : 3; unsigned complement_dominant : 1; } __attribute__((packed));
GenXML allows us to provide a simple, strongly typed, XML description of the
machine:
<struct name="Blend Function" no-direct-packing="true"> <!-- Blend equation: A + (B * C) --> <field name="A" size="2" start="0" type="Blend Operand A"/> <field name="Negate A" size="1" start="3" type="bool"/> <field name="B" size="2" start="4" type="Blend Operand B"/> <field name="Negate B" size="1" start="7" type="bool"/> <field name="C" size="3" start="8" type="Blend Operand C"/> <field name="Invert C" size="1" start="11" type="bool"/> </struct>
Then, instead of directly filling out the bitfield, we can use automatically
generated packing macros which are easier to use by abstracting packing details
away from the programmer. They are less error prone, as the packing writes to
memory contiguously and only once all data is finalized, avoiding subtle errors
where bitfields lead to the CPU reading back GPU memory, which is slower than a
contiguous write by an order of magnitude due to cache behaviour. They also
perform better handling of integer overflow: while bitfields are defined to
wrap around (rarely desired behaviour, often hiding bugs, and requiring an
extra bitwise-and instruction at run-time), GenXML forbids overflow. As such,
debug builds validate the range of integer values, identifying bugs early on,
and release builds may omit the checks entirely and come out faster than
bitfields. All in all, the direct benefits of GenXML for us are clear.
More importantly, the process of transitioning to GenXML let us revisit every
GPU data structure used in the driver, correcting misunderstandings as seen in
the above blend function descriptor, which has a ripple effect in correcting
long-standing bugs due to misunderstandings of the hardware. As a real example,
the above blend function rework fixed a conspicuous bug in the fixed-function
blending for subtract and reverse-subtract blend modes, avoiding a needless
fallback to the slower "blend shader" path. Indeed, many of the changes
necessitated by the GenXML refactor transcended aesthetic concerns and led to
optimizations and bug fixes affecting all of our GPUs. That's a good refactor
in my book.
For the Bifrost compiler, we wanted to take a similar approach, auto-generating
our handling of instruction encoding to account for new information about the
complete Bifrost instruction set. Unfortunately, Bifrost packing is highly
irregular, where _every_ instruction can have numerous encodings with no
relation to any other instruction. This allows the hardware to perform unique
optimizations to reduce code size and improve the instruction cache hit rate,
but it complicates the compiler and prevents the use of off-the-shelf tooling
like GenXML.
Our solution was to represent the instruction set with a custom XML-based file
format designed to account for Bifrost's many quirks, serving as ground truth
for the machine. The file lists every instruction, with entries like:
<ins name="+LD_CVT" staging="w" mask="0xff800" exact="0xc9000"> <src start="0"/> <src start="3"/> <src start="6" mask="0xf7"/> <mod name="vecsize" start="9" size="2"> <opt>none</opt> <opt>v2</opt> <opt>v3</opt> <opt>v4</opt> </mod> </ins>
Notice in particular there is no opcode specified, unlike regular
architectures. Instead, the exact and mask fields together specify that
specific bits of the instruction must take particular values, acting as a
generalized opcode.
From the instruction reference, we can autogenerate functions to pack
instructions from the compiler's immediate representation and to disassemble
instructions from packed forms in the disassembler. Notice instruction encoding
and disassembly are higher-level functions than the simple packs and unpacks
handled by GenXML; the irregularity of Bifrost demands such an approach.
Nevertheless, we now have a complete Bifrost (architecture version 7)
disassembler open source and upstream, and as we've extended the compiler, the
packing helpers have paid off beautifully.
With our new infastructure in place, we could iterate quickly on compiler
features like nested control-flow, complex texturing including texel fetch
support from OpenGL ES 3.0 used in Mesa's blitter, and basic register spilling.
In total, the open source Bifrost compiler can now handle the notorious
gradient rendering shaders from glamor, the OpenGL backend for the X server.
With these changes, Bifrost can now run X11 desktops like MATE, as well as X
applications on Wayland desktops via Xwayland. Never mind _why_ loops and
register spilling are used for 2D acceleration.
For those of you with GPUs like Mali T860, Panfrost's support for Midgard
has improved as well. Though the Bifrost compiler is a separate code base, the
improvements via GenXML benefit Midgard. Beyond that, over the summer we added
support for Arm FrameBuffer Compression (AFBC) as a significant optimization
for certain workloads.
Recent builds of Mesa will automatically compress framebuffer objects to
save memory bandwidth, improve performance, and reduce power. Panfrost is
even smart enough to compress textures as AFBC on the fly when it makes
sense to do so, improving texturing performance for applications that do
not support compressed texture formats like ETC directly. In the future,
Panfrost will be able to compress the framebuffer itself en route to the
display if paired with a compatible display controller, further reducing
bandwidth on high resolution monitors. AFBC work was conducted on a
Midgard GPU, but will be extended to Bifrost in the future.
The Midgard compiler also saw a flurry of activity, improving its scheduler to
optimize for register pressure, supporting atomic operations and atomic
counters, and fixing a long-tail of bugs.
The above work on Bifrost and GenXML has been a collaboration between
Collaboran Boris Brezillon and myself. Additionally, our intern, Italo Nicola,
has been improving support for compute shaders on Midgard and spearheaded the
atomic operation support.
I'd like to give a special shoutout to the outstanding Icecream95, who has
added features including 16-bit depth buffers, desktop-style occlusion
counters, 8 simultaneous render targets, dual-source blending, and framebuffer
fetch. Icecream95 has focused on desktop OpenGL support for Midgard GPUs and
has made strides here, fixing and optimizing a spectrum of 3D games never
thought to run on embedded hardware like ours.
Next stop: better performance and OpenGL 3.1, of course!