| Commit message (Collapse) | Author | Age | Files | Lines |
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There's nothing whatsoever compiler-specific about it other than that's
currently where it's used.
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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foreach loop"
There's a missing prev_ldst = NULL; assignment in the new logic,
but even with this fixed it seems to regress some applications,
so let's revert the change until we find the real problem.
This reverts commit c9bebae2877e55cdcd94f9f9f3f6805238caeb28.
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Reviewed-by: Andres Gomez <[email protected]>
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Refactor the code to avoid calling a lot of time to auxiliary functions
when it is not really needed.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Cc: [email protected]
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Gitlab: https://gitlab.freedesktop.org/mesa/mesa/issues/64
Reviewed-by: Adam Jackson <[email protected]>
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BLORP always turns off TCS/TES/GS. If regular drawing also has them
disabled (the overwhelmingly common case), then leaving them disabled
is just fine by us and we can skip dirtying them, as that would just
re-disable them a second time on the next draw.
If they are actually enabled, however, we do need to flag them.
Cuts 52% of the 3DSTATE_HS packets in an Aztec Ruins trace.
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Reviewed-by: Frank Binns <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Later generations support bindless for samplers, images, and buffers and
thus per-stage descriptors are not limited by the binding table size.
However, gen8 doesn't support bindless images and thus needs to report a
lower per-stage limit so that all combinations of descriptors that fit
within the advertised limits are reported as supported by
vkGetDescriptorSetLayoutSupport.
Fixes test dEQP-VK.api.maintenance3_check.descriptor_set
Fixes: 79fb0d27f3 ("anv: Implement SSBOs bindings with GPU addresses in the descriptor BO")
Reviewed-by: Lionel Landwerlin <[email protected]>
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LLVM does this anyway, but for ACO we need to do it in NIR.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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For now, this extension will only be enabled for ACO.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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These work with both, LLVM and ACO.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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LLVM remains default and ACO can be enabled with RADV_PERFTEST=aco.
Co-authored-by: Daniel Schürmann <[email protected]>
Co-authored-by: Rhys Perry <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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ACO (short for AMD Compiler) is a new compiler backend with the goal to replace
LLVM for Radeon hardware for the RADV driver.
ACO currently supports only VS, PS and CS on VI and Vega.
There are some optimizations missing because of unmerged NIR changes
which may decrease performance.
Full commit history can be found at
https://github.com/daniel-schuermann/mesa/commits/backend
Co-authored-by: Daniel Schürmann <[email protected]>
Co-authored-by: Rhys Perry <[email protected]>
Co-authored-by: Bas Nieuwenhuizen <[email protected]>
Co-authored-by: Connor Abbott <[email protected]>
Co-authored-by: Michael Schellenberger Costa <[email protected]>
Co-authored-by: Timur Kristóf <[email protected]>
Acked-by: Samuel Pitoiset <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
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Commit d1e1563bb63 added a NULL check for eglGetSyncAttribKHR
but eglGetSyncAttrib does not do this. Patch adds same check to
happen with eglGetSyncAttrib.
Fixes crashes in (when exposing EGL 1.5):
dEQP-EGL.functional.fence_sync.invalid.get_invalid_value
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Cc: [email protected]
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This improves a couple of things:
1. We now only update anything if the shader actually cares.
Previously, is_indexed_draw was causing us to flag dirty vertex
buffers, elements, and SGVs every time the shader switched between
indexed and non-indexed draws. This is a very common situation,
but we only need that information if the shader uses gl_BaseVertex.
We were also flagging things when switching between indirect/direct
draws as well, and now we only bother if it matters.
2. We upload new draw parameters only when necessary.
When we detect that the draw parameters have changed, we upload a
new copy, and use that. Previously we were uploading it every time
the vertex buffers were dirty (for possibly unrelated reasons) and
the shader needed that info. Tying these together also makes the
code a bit easier to follow.
In Civilization VI's benchmark, this code was flagging dirty state
many times per frame (49 average, 16 median, 614 maximum). Now it
occurs exactly once for the entire run.
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iris_state_ref is a <resource, offset> tuple, which is exactly what we
need here.
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This makes use of the total job size limiting feature added in the
previous patch.
The idea is to avoid an excessive build up in memory use due to the
use of both the UTIL_QUEUE_INIT_RESIZE_IF_FULL and
UTIL_QUEUE_INIT_USE_MINIMUM_PRIORITY flags.
Reviewed-by: Marek Olšák <[email protected]>
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When both UTIL_QUEUE_INIT_RESIZE_IF_FULL and
UTIL_QUEUE_INIT_USE_MINIMUM_PRIORITY are set, we can get into a
situation where the queue never executes and grows to a huge size
due to all other threads being busy.
This is the case with the shader cache when attempting to compile a
huge number of shaders up front. If all threads are busy compiling
shaders the cache queues memory use can climb into the many GBs
very fast.
The use of these two flags with the shader cache is intended to
allow shaders compiled at runtime to be compiled as fast as possible.
To avoid huge memory use but still allow the queue to perform
optimally in the run time compilation case, we now add the ability
to track memory consumed by the jobs in the queue and limit it to
a hardcoded 256MB which should be more than enough.
Reviewed-by: Marek Olšák <[email protected]>
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Since we set the UTIL_QUEUE_INIT_USE_MINIMUM_PRIORITY flag this should
have little impact on low core systems. However just about all modern
CPUs currently available that run Mesa have *at least* 4 cores. For
these CPUs allowing more threads can result in the queue being
processed faster and avoid excessive memory use due to a backlog of
cache entrys building up in the queue.
This change helps avoid a huge build up of cache entrys in the queue
due to using both the UTIL_QUEUE_INIT_USE_MINIMUM_PRIORITY and
UTIL_QUEUE_INIT_RESIZE_IF_FULL flags.
Reviewed-by: Marek Olšák <[email protected]>
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The current code can create functions with a width of 32, which is not
supported by our hardware. Add some code to simplify how we express
what we want and prevent such cases.
For some unknown reason, all the tests I could run seem to work even
with these unsupported MOVs.
Fixes: b0858c1cc6 "intel/fs: Add a couple of simple helper opcodes"
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Paulo Zanoni <[email protected]>
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There are cases where we try to generate registers with a stride of
32, while the hardware maximum is just 16. This happens, for example,
when using 8 bit integers on SIMD32. This results in a crash because
the variable 'width' has a value of 32:
../../src/intel/compiler/brw_reg.h:550: brw_reg brw_vecn_reg(unsigned
int, brw_reg_file, unsigned int, unsigned int): Assertion `!"Invalid
register width"' failed.
This change prevents the crash and makes the tests pass.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Paulo Zanoni <[email protected]>
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IMHO the code is easier to understand this way, being explicit that
we're doing exactly the same thing every time.
No functional changes.
v2: Adjust the loop breaking condition (Jason).
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Paulo Zanoni <[email protected]>
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When dealing with uint16_t and uint8_t on SIMD32 we can do all the
operations using just 2 registers, so we don't hit the recursion at
the beginning of emit_scan(). Because of that, we need to actually
compute scan/reduce for channels 31:16.
v2: Still missed instructions (Jason).
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Paulo Zanoni <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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On A5xx+ the INDX_BASE pointer is 64 bit.
Reviewed-by: Eric Anholt <[email protected]>
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Compute the number of writes up front.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We want this for tessellation eventually, but we can turn it on now.
Shader-db results:
total instructions in shared programs: 8612905 -> 8611387 (-0.02%)
instructions in affected programs: 164952 -> 163434 (-0.92%)
total dwords in shared programs: 11952000 -> 11950560 (-0.01%)
dwords in affected programs: 68096 -> 66656 (-2.11%)
total full in shared programs: 315019 -> 315009 (<.01%)
full in affected programs: 1642 -> 1632 (-0.61%)
total constlen in shared programs: 2463654 -> 2463654 (0.00%)
constlen in affected programs: 0 -> 0
total (ss) in shared programs: 152379 -> 152409 (0.02%)
(ss) in affected programs: 1503 -> 1533 (2.00%)
total (sy) in shared programs: 96473 -> 96525 (0.05%)
(sy) in affected programs: 654 -> 706 (7.95%)
total max_sun in shared programs: 1172454 -> 1172472 (<.01%)
max_sun in affected programs: 104 -> 122 (17.31%)
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Also, swap vs and fs constructor or so fs comes first.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When using xfb and rasterizing, the fragment shader may have fewer
inputs than the vertex shader outputs. We can't rely on gl_Position to
be placed at fs->total_in, but have to instead remember where we add
it in the link map and use that location.
Fixes 100+ tesselation dEQPs under
dEQP-GLES31.functional.tessellation.primitive_discard.*
dEQP-GLES31.functional.tessellation.user_defined_io.*
Reviewed-by: Eric Anholt <[email protected]>
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New added cases "stole" the previous break.
Fixes: 420ad0a1a3d ("spirv: check support for SPV_KHR_float_controls capabilities")
Reviewed-by: Eric Engestrom <[email protected]>
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If we can entirely push uniform data, we don't need a SURFACE_STATE
descriptor for pulling data. Since constant uploads are a very common
operation, and being able to push all data is also very common, we would
like to avoid the overhead in this case.
This patch defers uploading new descriptors. Instead of handling that
at iris_set_constant_buffer, we do it at iris_update_compiled_shaders,
where we can see the currently bound shader variants. If any need pull
descriptors, and descriptors are missing, we update them and flag that
the binding table also needs to be refreshed.
Improves performance in GFXBench5 gl_driver2 on an i7-6770HQ by
31.9774% +/- 1.12947% (n=15).
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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I would like for iris to be able to avoid setting up SURFACE_STATE
for UBOs in the common case where all constants are pushed.
Unfortunately, we don't know up front whether everything will be
pushed: the backend is allowed to demote pushed UBOs to pull loads
fairly late in the process. This is probably desirable though, as
we'd like the backend to be able to re-pull pushed data to break up
long live ranges in response to register pressure.
Here we simply add a "are there any pull loads at all" boolean to
prog_data, which is a bit crude but at least allows us to skip work
in the common "everything pushed" case. We could skip more work by
tracking exactly which UBO surfaces are pulled in a bitmask, but I
wanted to avoid bringing back the old mark_surface_used() mechanism.
Finer-grained tracking could allow us to skip a bit more work when
multiple UBOs are in use and /some/ are 100% pushed, but others are
accessed via pulls. However, I'm not sure how common this is and
it would save at most 4 pull descriptors, so we defer that for now.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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We now track per-stage bind history for constant and shader buffers,
shader images, and sampler views by adding an extra res->bind_stages
field to go with res->bind_history.
This lets us flag IRIS_DIRTY_CONSTANTS for only the specific stages
involved, and also skip some CPU overhead in iris_rebind_buffer.
Cuts 4% of 3DSTATE_CONSTANT_XS packets in a Shadow of Mordor trace
on Icelake.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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The underlying buffer isn't changing - so we don't need to update any
SURFACE_STATE descriptors - we just might have new constants, meaning
we need to re-emit 3DSTATE_CONSTANT_XS. On Gen9, this means we need
to update 3DSTATE_BINDING_TABLE_POINTERS_XS too, but that's now handled
by the explicit check in the previous patch.
On Gen9, this should cause us to re-emit the binding table /pointer/ on
writing to a buffer with PIPE_BIND_CONSTANT_BUFFER, rather than emitting
a whole new /table/.
On Gen8 and Gen11, this avoids binding table churn altogether.
Cuts 61% of 3DSTATE_BINDING_TABLE_POINTERS_XS packets in a Shadow of
Mordor trace on Icelake.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Right now, we usually flag both IRIS_DIRTY_{CONSTANTS,BINDINGS}_XS,
because we have SURFACE_STATE for constant buffers in case the shaders
access them via pull mode.
But this flagging is overkill in many cases. Gen8 and Gen11 don't need
it at all. Gen9 doesn't need that large of a hammer in all cases.
Just handle it explicitly so the right thing happens.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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We upload a new SURFACE_STATE for the UBO/SSBO in question, which
means that we need new binding tables as well.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Apparently we already enabled it without having support ...
Not sure if we also need to set disable_start_of_prim when the PS
has memory writes, but this mirrors radeonsi.
Doubles fillrate in my dual_quad_bench from ~16 pixels/cycles to
~32 pixels/cycle on a Raven.
Reviewed-by: Samuel Pitoiset <[email protected]>
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When actually implementing it, Talos on low is still 3% slower.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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The pass assumed that "Most ALU ops produce an undefined result if any
source is undef" which is completely untrue. Due to how we lower if
statements to selects and then optimize on those selects later, we
simply cannot make that assumption. In particular this pass tried to
replace an ior of undef and true, which had been generated by
optimizing a select which itself came from flattening an if statement,
to undef causing a miscompilation for a CTS test with radeonsi NIR.
We fix this by always doing what the non-undef path did, i.e. duplicate
the instruction twice. If there are cases where the instruction before
the loop can be folded away due to having an undef source, we should add
these to opt_undef instead.
The comment above the pass says that if the phi source from before the
loop is undef, and we can fold the instruction before the loop to undef,
then we can ignore sources of the original instruction that don't
dominate the block before the loop because we don't need them to create
the instruction before the loop. This is incorrect, because the
instruction at the bottom of the loop would get those sources from the
wrong loop iteration. The code never actually did what the comment said,
so we only have to update the comment to match what the pass actually
does. We also update the example to more closely match what most actual
loops look like after vtn and peephole_select.
There are no shader-db changes with i965, radeonsi NIR, or radv. With
anv and my vkpipeline-db there's only one change:
total instructions in shared programs: 14125290 -> 14125300 (<.01%)
instructions in affected programs: 2598 -> 2608 (0.38%)
helped: 0
HURT: 1
total cycles in shared programs: 2051473437 -> 2051473397 (<.01%)
cycles in affected programs: 36697 -> 36657 (-0.11%)
helped: 1
HURT: 0
Fixes
KHR-GL45.shader_subroutine.control_flow_and_returned_subroutine_values_used_as_subroutine_input
with radeonsi NIR.
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Akin to 1a25980c469b38d2c645 ("egl: drop incorrect pkg-config file for
glvnd") and b01524fff05eef66e8cd ("meson: don't build libGLES*.so with
GLVND") , removes a pkg-config file that shouldn't have been there in
the first place, but was needed because of that GLVND bug.
Now that the glvnd bug has been fixed, it was apparent that this gl.pc
pkg-config file was forgotten to be removed, so let's do just that :)
Suggested-by: Matt Turner <[email protected]>
Cc: [email protected]
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Currently, Vulkan 1.1.
Cc: [email protected]
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Currently, Vulkan 1.1.
Cc: 19.2 <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Currently, Vulkan 1.1.
Cc: 19.1 <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Having Python and C variables sharing name in the same block of code
makes its understanding a bit confusing. Make it explicit that the
Python bit_size variable refers to the destination bit size.
Suggested-by: Caio Marcelo de Oliveira Filho <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Seems to fix a hang with excessive vertex emissions when NGG is used for
GS.
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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No GS copy shader if a pipeline enables NGG GS.
This fixes
dEQP-VK.pipeline.executable_properties.graphics.*geometry_stage*.
Fixes: 86864eedd2d ("radv: Implement radv_GetPipelineExecutablePropertiesKHR.")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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