| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
| |
Just return earlier in that case. Also set prefix to an empty string, so
we don't get to use it undefined.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We need to emit BLEND_STATE, which size is 1 + 2 * nr_draw_buffers
dwords (on gen8+), but the BLEND_STATE struct length is always 17. By
marking it size 1, which is actually the size of the struct minus the
BLEND_STATE_ENTRY's, we can emit a BLEND_STATE of variable number of
entries.
For gen6 and gen7 we set length to 0, since it only contains
BLEND_STATE_ENTRY's, and no other data.
With this change, we also change the code for blorp and anv to emit only
the needed BLEND_STATE_ENTRY's, instead of always emitting 16 dwords on
gen6-7 and 17 dwords on gen8+.
v2:
- Use designated initializers on blorp and remove 0 from
initialization (Jason)
- Default entries to disabled on Vulkan (Jason)
- Rebase code.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
If the 'dwords' dict is empty, max(dwords.keys()) throws an exception.
This case could happen when we have an instruction that is only an array
of other structs, with variable length.
v2:
- Add another clause for empty dwords and make it work with python 3
(Dylan)
- Set the length to 0 if dwords is empty, and do not declare dw
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
'start' parameter from Group.emit_pack_function() is useless.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Before this commit, when a group with count="0" is found, only one field
is added to the struct representing the instruction. This causes only
one entry to be printed by aubinator, for variable length groups.
With this commit we "detect" that there's a variable length group
(count="0") and store the offset of the last entry added to the struct
when reading the xml. When finally reading the aubdump file, we check
the size of the group and whether we have variable number of elements,
and in that case, reuse the last field to add the remaining elements.
Signed-off-by: Rafael Antognolli <[email protected]>
Tested-by: Jason Ekstrand <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
The section of the PRM mentioned in the code comment above this table
says that this format supports the render target write message. Internal
documentation says that this format also supports alpha blending. As a
side effect, this allows CCS_D buffers to be created for images with
this format.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
|
|
|
|
|
|
|
| |
This field has no users.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Until now the spilling cost calculation was neglecting the amount of
data read from the register during the spilling cost calculation.
This caused it to make suboptimal decisions in some cases leading to
higher memory bandwidth usage than necessary.
Improves Unigine Heaven performance by ~4% on BDW, reversing an
unintended FPS regression from my previous commit
147e71242ce539ff28e282f009c332818c35f5ac with n=12 and statistical
significance 5%. In addition SynMark2 OglCSDof performance is
improved by an additional ~5% on SKL, and a Kerbal Space Program
apitrace around the Moho planet I can provide on request improves by
~20%.
Cc: <[email protected]>
Reviewed-by: Plamena Manolova <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This is what we use later on to compute the number of registers that
will actually get spilled to memory, so it's more likely to match
reality than the current open-coded approximation.
Cc: <[email protected]>
Reviewed-by: Plamena Manolova <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Curro pointed out that I should not just check for MACH, but use
the reads_accumulator_implicitly() helper, which would also prevent
the same bug with MAC and SADA2 (if we ever decide to use them).
Cc: [email protected]
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes following building errors due to missing include paths:
external/mesa/src/amd/common/ac_shader_info.c:23:10: fatal error: 'nir/nir.h' file not found
^
external/mesa/src/compiler/nir/nir.h:48:10: fatal error: 'nir_opcodes.h' file not found
^
Fixes: 224cf29 "radv/ac: add initial pre-pass for shader info gathering"
Acked-by: Dave Airlie <[email protected]>
Acked-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
| |
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Cc: <[email protected]>
|
|
|
|
|
|
|
|
| |
This just updates this to use the same flags as radeonsi
for consistency.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
| |
These are no longer used since the previous commit.
Acked-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
IVB is running into some spilling issues in piglit with the
loop removed. However those tests are not really reflective
of a real world use case, also fp64 is brand new to IVB
so we leave the spilling issues to be resolved at a later
time.
Run time for shader-db on my machine goes from ~795 seconds to
~665 seconds.
shader-db results BDW:
total instructions in shared programs: 12969459 -> 12968891 (-0.00%)
instructions in affected programs: 1463154 -> 1462586 (-0.04%)
helped: 3622
HURT: 3326
total cycles in shared programs: 246453572 -> 246504318 (0.02%)
cycles in affected programs: 208842622 -> 208893368 (0.02%)
helped: 24029
HURT: 35407
total loops in shared programs: 2931 -> 2931 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total spills in shared programs: 14560 -> 14498 (-0.43%)
spills in affected programs: 2270 -> 2208 (-2.73%)
helped: 17
HURT: 2
total fills in shared programs: 19671 -> 19632 (-0.20%)
fills in affected programs: 2060 -> 2021 (-1.89%)
helped: 17
HURT: 2
LOST: 17
GAINED: 40
Most of the hurt shaders are 1-2 instructions, with what looks like a max of 7.
I've looked at the worst cycles regressions and as far as I can tell its just
a scheduling difference.
Acked-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
If packing doesn't cross locations we can easily make use of
ARB_enhanced_layouts to do packing rather than using the GLSL IR
lowering pass lower_packed_varyings().
Shader-db Broadwell results:
total instructions in shared programs: 12977822 -> 12977819 (-0.00%)
instructions in affected programs: 1871 -> 1868 (-0.16%)
helped: 4
HURT: 3
total cycles in shared programs: 246567288 -> 246567668 (0.00%)
cycles in affected programs: 1370386 -> 1370766 (0.03%)
helped: 592
HURT: 733
Acked-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Currently the NIR backends depend on GLSL IR copy propagation to
fix up the interpolateAt* function params after varying packing
changes the shader input to a global. It's possible copy propagation
might not always do what we need it too, and we also shouldn't
depend on optimisations to do this type of thing for us.
I'm not sure if the same is true for TGSI, but the following
commit should re-enable packing for most cases in a safer way,
so we just disable it everywhere.
No change in shader-db for i965 (BDW)
Acked-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
These should be lowered away in GLSL IR but if we don't get dead
code to clean them up it causes issues in glsl_to_nir.
We wan't to drop as many GLSL IR opts in future as we can so this
makes glsl_to_nir just ignore the vars if it sees them.
In future we will want to just use the nir lowering pass that
Vulkan currently uses.
Acked-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This shuffles constants down in the reverse of what the previous
patch does and applies some simpilifications that may be made
possible from doing so.
Shader-db results BDW:
total instructions in shared programs: 12980814 -> 12977822 (-0.02%)
instructions in affected programs: 281889 -> 278897 (-1.06%)
helped: 1231
HURT: 128
total cycles in shared programs: 246562852 -> 246567288 (0.00%)
cycles in affected programs: 11271524 -> 11275960 (0.04%)
helped: 1630
HURT: 1378
V2: mark float opts as inexact
Reviewed-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
V2: mark float opts as inexact
If one of the inputs to an mul/add is the result of another
mul/add there is a chance that we can reuse the result of that
mul/add in other calls if we do the multiplication in the right
order.
Also by attempting to move all constants to the top we increase
the chance of constant folding.
For example it is a fairly common pattern for shaders to do something
similar to this:
const float a = 0.5;
in vec4 b;
in float c;
...
b.x = b.x * c;
b.y = b.y * c;
...
b.x = b.x * a + a;
b.y = b.y * a + a;
So by simply detecting that constant a is part of the multiplication
in ffma and switching it with previous fmul that updates b we end up
with:
...
c = a * c;
...
b.x = b.x * c + a;
b.y = b.y * c + a;
Shader-db results BDW:
total instructions in shared programs: 13011050 -> 12967888 (-0.33%)
instructions in affected programs: 4118366 -> 4075204 (-1.05%)
helped: 17739
HURT: 1343
total cycles in shared programs: 246717952 -> 246410716 (-0.12%)
cycles in affected programs: 166870802 -> 166563566 (-0.18%)
helped: 18493
HURT: 7965
total spills in shared programs: 14937 -> 14560 (-2.52%)
spills in affected programs: 9331 -> 8954 (-4.04%)
helped: 284
HURT: 33
total fills in shared programs: 20211 -> 19671 (-2.67%)
fills in affected programs: 12586 -> 12046 (-4.29%)
helped: 286
HURT: 33
LOST: 39
GAINED: 33
Some of the hurt will go away when we shuffle things back down to the
bottom in the following patch. It's also noteworthy that almost all of the
spill changes are in Deus Ex both hurt and helped.
Reviewed-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Didn't turn out as useful as I'd hoped, but it will help alot more on
i965 by reducing regressions when we drop brw_do_channel_expressions()
and brw_do_vector_splitting().
I'm not sure how much sense 'is_not_used_by_conditional' makes on
platforms other than i965 but since this is a new opt it at least
won't do any harm.
shader-db BDW:
total instructions in shared programs: 13029581 -> 13029415 (-0.00%)
instructions in affected programs: 15268 -> 15102 (-1.09%)
helped: 86
HURT: 0
total cycles in shared programs: 247038346 -> 247036198 (-0.00%)
cycles in affected programs: 692634 -> 690486 (-0.31%)
helped: 183
HURT: 27
Reviewed-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
Results in faster code than the lowering by LLVM.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Blob won't render to this format, and sampling from it it uses the same
fmt value for r8g8b8_snorm and r8g8b8a8_snorm. But this is what is what
blocks us from jumping from gl30/gles20 to gl31/gles30. So a hack it
is!
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
| |
This avoids repeated translations of the enum.
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Fixes: ec15e0d30 "radv: optimise compute shader grid size emission."
Tested-by: Grazvydas Ignotas <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Support supertiled textures on hardware that has the appropriate
feature flag SUPERTILED_TEXTURE.
Most of the scaffolding was already in place in etna_layout_multiple:
case ETNA_LAYOUT_SUPER_TILED:
*paddingX = 64;
*paddingY = 64;
*halign = TEXTURE_HALIGN_SUPER_TILED;
So this is just a matter of allowing it.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
|
|
|
|
|
|
|
| |
The return code can be simplified by using the logical not operator.
Signed-off-by: Fabio Estevam <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
| |
It is always the draw ring. Except for a5xx queries like time-elapsed,
where we will eventually want to emit cmds into both binning and draw
rings.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Some queries on a4xx and all queries on a5xx can do result accumulation
on CP so we don't need to track per-tile samples. We do still need to
handle pausing/resuming while switching batches (in case the query is
active over multiple draws which are executed out of order).
So introduce new accumulated-query helpers for these sorts of queries,
since it doesn't really fit in cleanly with the original query infra-
structure.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
| |
Move a bit more of the logic shared by all query types (active tracking,
etc) into common code. This avoids introducing a 3rd copy of that logic
for a5xx.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
| |
For a5xx (and actually some queries on a4xx) we can accumulate results
in the cmdstream, so we don't need this elaborate mechanism of tracking
per-tile query results. So make it into vfuncs so generation specific
backend can use it when it makes sense.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
opt_register_coalesce() was optimizing sequences such as:
mul(8) acc0:D, attr18.xyyy:D, attr19.xyyy:D
mach(8) vgrf5.xy:D, attr18.xyyy:D, attr19.xyyy:D
mov(8) m4.zw:F, vgrf5.xxxy:F
into:
mul(8) acc0:D, attr18.xyyy:D, attr19.xyyy:D
mach(8) m4.zw:D, attr18.xxxy:D, attr19.xxxy:D
This doesn't work - if we're going to reswizzle MACH, we'd need to
reswizzle the MUL as well. Here, the MUL fills the accumulator's .zw
components with attr18.yy * attr19.yy. But the MACH instruction expects
.z to contain attr18.x * attr19.x. Bogus results ensue.
No change in shader-db on Haswell. Prevents regressions in Timothy's
patches to use enhanced layouts for varying packing (which rearrange
code just enough to trigger this pre-existing bug, but were fine
themselves).
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Currently we were only making sure types were the same within a
single stage. This looks to have regressed with 953a0af8e3f73.
Fixes: 953a0af8e3f73 ("mesa: validate sampler uniforms during gluniform calls")
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
https://bugs.freedesktop.org/show_bug.cgi?id=97524
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
From Chapter 5 'Shared Objects and Multiple Contexts' of
the OpenGL 4.5 spec:
"Objects which contain references to other objects include
framebuffer, program pipeline, query, transform feedback,
and vertex array objects. Such objects are called container
objects and are not shared"
For we leave locking in place for framebuffer objects because
the EXT fbo extension allowed sharing.
We could maybe just replace the hash with an ordinary hash table
but for now this should remove most of the unnecessary locking.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
|
|
| |
This pattern was only useful when we used mutex locks, which the previous
commit removed.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
From Chapter 5 'Shared Objects and Multiple Contexts' of
the OpenGL 4.5 spec:
"Objects which contain references to other objects include
framebuffer, program pipeline, query, transform feedback,
and vertex array objects. Such objects are called container
objects and are not shared"
For we leave locking in place for framebuffer objects because
the EXT fbo extension allowed sharing.
V2: (Timothy Arceri)
- rebased and dropped changes to framebuffer objects
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
|
|
| |
We should never get here if this is 0 unless there is a
bug. Replace the check with an assert.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Since commit ce562f9e3fa, two new files are generated.
We don't want to track them.
Signed-off-by: Elie Tournier <[email protected]>
Reviewed-by: Plamena Manolova <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|