| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Like unlocked store on shared memory, locked store can fail and the
second dest which is a predicate must be emitted.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Actually OP_SELP doesn't need to be a compare instruction. Instead we
just need to set the NOT modifier when building the instruction.
While we are at it, fix the dst register type and use a GPR.
Suggested by Ilia Mirkin.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Silences a warning reported by the svga3d device.
v2: also null-out the index buffer pointer
Reviewed-by: Sinclair Yeh <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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This extension is identical to GL_OES_texture_border_clamp. But dEQP has
tests that want the EXT variant.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Only minor differences to the existing ARB_texture_border_clamp support.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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11.2 has been branched, we're on 11.3 now.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reflect the nv50->g80 change and the new gm107_texture header.
Signed-off-by: Emil Velikov <[email protected]>
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v2: handle _mesa_hash_table_insert failure
other cosmetic changes
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This will simplify implementations of binary shaders.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This will be part of shader binaries.
Reviewed-by: Nicolai Hähnle <[email protected]>
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in order to decrease the shader size for a shader cache.
v2: add & use SI_MAX_VS_OUTPUTS
Reviewed-by: Nicolai Hähnle <[email protected]>
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Shader stats from VERDE:
Default scheduler:
Totals:
SGPRS: 491272 -> 488672 (-0.53 %)
VGPRS: 289980 -> 311093 (7.28 %)
Code Size: 11091656 -> 11219948 (1.16 %) bytes
LDS: 97 -> 97 (0.00 %) blocks
Scratch: 1732608 -> 2246656 (29.67 %) bytes per wave
Max Waves: 78063 -> 77352 (-0.91 %)
Wait states: 0 -> 0 (0.00 %)
Looking at some of the worst regressions, I get:
- The VGPR increase seems to be caused by the fact that if PS has used less
than 16 VGPRs, now it will always use 16 VGPRs and sometimes even 20.
However, the wave count remains at 10 if VGPRs <= 24, so no harm there.
- The scratch increase seems to be caused by SGPR spilling.
The unnecessary SGPR spilling has been an ongoing issue with the compiler
and it's completely fixable by rematerializing s_loads or reordering
instructions.
SI scheduler:
Totals:
SGPRS: 374848 -> 374576 (-0.07 %)
VGPRS: 284456 -> 307515 (8.11 %)
Code Size: 11433068 -> 11535452 (0.90 %) bytes
LDS: 97 -> 97 (0.00 %) blocks
Scratch: 509952 -> 522240 (2.41 %) bytes per wave
Max Waves: 79456 -> 78217 (-1.56 %)
Wait states: 0 -> 0 (0.00 %)
VGPRs - same story as before. The SI scheduler doesn't spill SGPRs so much
and generally spills way less than the default scheduler.
(522240 spills vs 2246656 spills)
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Still disabled.
Only prologs & epilogs are compiled in draw calls, but each variant of those
is compiled only once per process.
VS is always compiled as hw VS.
TES is always compiled as hw VS.
LS and ES stages are always compiled on demand.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Don't use the pstipple module.
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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It only exports the primitive ID.
Also used by TES when it's compiled as VS.
The VS input location of the primitive ID input is v2.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is disabled with use_monolithic_shaders = true.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: unify some code into si_get_shader_binary_size
Reviewed-by: Michel Dänzer <[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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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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Prologs (shader binaries inserted before the API shader binary) need to
know this, so that they won't change the input registers unintentionally.
Reviewed-by: Nicolai Hähnle <[email protected]>
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LLVMBuildInsertValue will be used on return_value.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Kepler compute support is really different than Fermi and it's not
ready yet.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Changes from v3:
- move the previous OP_SELP change to the previous commit
Changes from v2:
- make sure the op is OP_SELP when emitting the predicate and add one
assert
- use bld.getSSA() for mkOp2()
- add cross edge between tryLockAndSetBB and joinBB
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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This OP_SELP insn will be used to handle compare and swap subops.
Changes from v2:
- fix logic for GK110+
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Shared memory address space (FILE_MEMORY_SHARED) must be used instead
of global memory when a shared memory area is declared.
Changes from v2:
- oops, do not remove TGSI_FILE_BUFFER in a switch in
nv50_ir_from_tgsi.cpp
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reduce likelihood of collision with real buffers by placing the
hole at the top of the 4G area. This fixes some indirect draw+compute
tests with large buffers.
Suggested by Ilia Mirkin.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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When indirect compute is used, the size of the grid (in blocks) is
stored as three integers inside a buffer. This requires a macro to
set up GRIDDIM_YX and GRIDDIM_Z.
Changes from v2:
- do not launch the grid if the number of groups for a dimension is 0
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Textures and samplers don't seem to be aliased between COMPUTE and 3D.
Changes from v2:
- refactor the code to share (almost) the same logic between 3d and
compute
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This is loosely based on 3D. Shader buffers are bound on c15 (the
driver constbuf) at offset 0x200.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Changes from v3:
- add new validation state for COMPUTE driver constbuf
Changes from v2:
- always bind the driver consts even if user params come in via clover
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This will be used to invalidate 3D driver constbuf when using COMPUTE
and vice-versa. This is needed because this CB contains a bunch of
useful information like the addrs of shader buffers.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Loosely based on 3D.
Changs from v3:
- invalidate COMPUTE CBs after validating 3D CBs because they are
aliased
Changes from v2:
- get rid of the 's' param to nvc0_cb_bo_push() because it doesn't
matter to upload constbufs for compute using the 3d chan
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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For compute shaders, we might need to upload uniforms.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Compute shaders are totally unsupported. This avoids Clover to
report that OpenCL is supported on Tesla because it's a lie.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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