| Commit message (Collapse) | Author | Age | Files | Lines |
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This should be faster than looping over every stage and null checking, but
will also make the code a bit cleaner when we switch to getting more fields
from gl_program rather than from gl_linked_shader as we can just copy the
pointer and not need to worry about null checking then copying.
Reviewed-by: Ian Romanick <[email protected]>
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Now that we have a linked_stages bitfield we can use this
to check if the program is used at a later stage.
This change is also required to be able to use gl_program
rather than gl_shader_program in the CurrentProgram array.
Reviewed-by: Ian Romanick <[email protected]>
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This will be used to enable us to store the current gl_program
rather than gl_shader_program in the gl_pipline_object allowing
us to simplify handing of validation.
Also we should not be depending on _LinkedShader for this information
as it may contain shaders from a failed linking attempt rather than
the current program still in use.
We could also use this mask to iterate over the stages during linking
with _mesa_bit_scan() rather then the current method of NULL checking
each stage.
Reviewed-by: Ian Romanick <[email protected]>
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Instead of (incorrectly) biasing the snorm value to make it look like a
unorm, just use signed integer math.
This fixes arb_color_buffer_float-render GL_RGBA8_SNORM
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Everything is in place for these.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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I find this a lot more readable and compact - much easier to scan
through the list and see what's on and what's off.
No functional change intended.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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The compiler doesn't shrink s_load_dwordx8, so we always wasted 4 SGPRs.
Also, the extraction of the descriptor created some really ugly asm code
with lots of VALU bitwise ops and v_readfirstlane.
Totals from *affected* shaders:
SGPRS: 13880 -> 13253 (-4.52 %)
VGPRS: 15200 -> 15088 (-0.74 %)
Code Size: 499864 -> 459816 (-8.01 %) bytes
Max Waves: 1554 -> 1564 (0.64 %)
Reviewed-by: Nicolai Hähnle <[email protected]>
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My LLVM commit disables it for dGPUs, but not APUs.
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: only do this if debug output of shader dumping is enabled
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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PS and CS don't have any param exports, so it's a no-op.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes dual source blending on Stoney. The fix was copied from Vulkan.
The problem was discovered during internal testing.
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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copied from Vulkan
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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better safe than sorry
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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better safe than sorry; set_framebuffer_state always makes this dirty
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes:
dEQP-VK.pipeline.multisample_interpolation.offset_interpolate_at_sample_position.*
This should probably be 2 when sample shading is enabled, but I'm
not sure.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We need to force persample shading when
a) shader uses sample_id
b) shader uses sample_position
c) shader uses sample qualifier.
Also since ps_iter_samples can now change independently of the
rasterizer samples we need to move setting the regs more often.
This fixes:
dEQP-VK.pipeline.multisample_interpolation.centroid_interpolate_at_consistency.*
dEQP-VK.pipeline.multisample_interpolation.centroid_qualifier_inside_primitive.137_191_1.*
dEQP-VK.pipeline.multisample_interpolation.sample_interpolate_at_distinct_values.*
dEQP-VK.pipeline.multisample_interpolation.sample_qualifier_distinct_values.128_128_1.*
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This only useful for spir-v shaders, but I keep finding myself
having to add it.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes: ba28f2136febca32fe56 ("docs: add note about r-b/other tags when resending")
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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In commit 45cd76e342d1e8e schedule_instructions(bblock_t *) began
setting bblock_t::cycle_count, but that function was not called on
trivial blocks.
Remove the code to skip trivial blocks so that cycle_count is set.
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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schedule_instructions(bblock_t *) isn't called on blocks with a single
instruction, and since it is the only thing that set cycle_count,
cycle_count would be uninitialized.
A non-empty block with bblock_t::cycle_count == 0 is arguably a bug.
That'll be fixed in the next commit.
Reviewed-by: Francisco Jerez <[email protected]>
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This reverts commit b4001af1744a02f472bd1204458662088307981b.
Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Meta was using it before it was set. I suspect we typically don't
want to dump meta shaders, so just set it to false in the beginning.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Debugging a shader-db reported cycle count regression from the tex
coalescing, I eventually figured out that the texture latencies were
totally bogus. Really fixing it will probably involve mirroring
vc4_qir_schedule.c's texture fifo management here.
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This isn't as complete as I would like (can't merge interpolation because
of the implicit r5 dependency, doesn't work with control flow), but this
was cheap and easy.
Improves 3DMMES Taiji performance by 1.15353% +/- 0.299896% (n=29, 16)
total instructions in shared programs: 99810 -> 99059 (-0.75%)
instructions in affected programs: 10705 -> 9954 (-7.02%)
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For texturing, there won't be a fixed limit on how many writes there are,
so we need to compute uses up front.
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The dead code elimination wants it to be safe, and I actually got
segfaults due to it being unsafe with the new coalescing pass.
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The VPM write logic will be basically the same as the texture coordinate
write logic we need, and it's not really related to the VPM read logic
other than the reuse of the use_count array.
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For now we're still just generating MOVs, but this will let us fold into
other ops in the future. No difference on shader-db.
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Every caller was dereffing the qinst, and this will let us make the number
of sources vary depending on the destination of the qinst so that we can
have general ALU ops that store to tex_[strb] and get an implicit uniform.
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This may have made a tiny bit of sense when we had one 4-arg inst per
shader, but if we only ever put 2 things in, having a pointer to 2 things
almost every instruction is pointless indirection.
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This was used originally for unorm4x8 packs, but we now represent those as
a series of packed movs.
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This matches what NVIDIA and AMD hardware expose, as well as what Intel
hardware supports.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This matches the capabilities of the hardware.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Offsets that don't fit into 4 bits need to force gather_po to be
selected. Adjust the logic so that this happens.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Previously, we had an OFFSET_VALUE source for logical texture instructions
that was intended to mean exactly what it says, "offset". In reality, we
only fully used it for tg4 offsets. We used offset_value.file == IMM to
mean, "you have a constant offset, go look in instr->offset" and didn't
actually use the contents of the register at all in that case except for
in nir_emit_texture where we used it as a temporary before we copy it into
instr->offset.
This commit renames OFFSET_VALUE to TG4_OFFSET and restricts its usage to
indirect tg4 offsets only. The nir_emit_texture code is refactored so that
we explicitly build a header_bits value which is placed in instr->offset
and the constant offset values (both for tg4 and regular texture
operations) are used to construct header_bits and don't go through the
offset source at all. Finally, we stop passing offset_value in to
lower_sampler_logical_send_gen5 because we can't do indirect offsets until
gen7 anyway.
Reviewed-by: Kenneth Graunke <[email protected]>
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Not sure about the deprecation path, but this intrinsic
can be lowered to SMEM loads. This results in a significant
Talos performance improvement.
v2: Fix for LLVM attribute changes.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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07fe2d565b introduced a big hack in order to return
NumSubroutineUniforms when querying ACTIVE_RESOURCES for
<shader>_SUBROUTINE_UNIFORM interfaces. However this is the
wrong fix we are meant to be returning the number of active
resources i.e. the count of subroutine uniforms in the
resource list which is what the code was previously doing,
anything else will cause trouble when trying to retrieve
the resource properties based on the ACTIVE_RESOURCES count.
The real problem is that NumSubroutineUniforms was counting
array elements as separate uniforms but the innermost array
is always considered a single uniform so we fix that count
instead which was counted incorrectly in 7fa0250f9.
Idealy we could probably completely remove
NumSubroutineUniforms and just compute its value when needed
from the resource list but this works for now.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Cc: 13.0 <[email protected]>
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The 1-D special case doesn't actually apply to depth or HiZ. I discovered
this while converting BLORP over to genxml and ISL. The reason is that the
1-D special case only applies to the new Sky Lake 1-D layout which is only
used for LINEAR 1-D images. For tiled 1-D images, such as depth buffers,
the old gen4 2-D layout is used and the QPitch should be in rows.
Reviewed-by: Nanley Chery <[email protected]>
Cc: "13.0" <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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This was already piped through in the CmdDraw(Indexed)Indirect handling.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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