| Commit message (Collapse) | Author | Age | Files | Lines |
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v2: Account for the stride of the dst (Iago)
Signed-off-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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v2 (Sam):
- LOAD_PAYLOAD treats each header source as a 32B block
regardless of the datatype. Drop the change (Curro)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The destination has to have the same source as the type, or else the
simulator will complain. As a result, we need to emit a CMP that
outputs a 64-bit wide result and then do a strided MOV to pick out the
low 32 bits of each channel.
v2: Use subscript() instead of stride() (Curro)
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The HW has a restriction that only vertical stride may cross register
boundaries. Previously, this only mattered for SIMD16 instructions where
we needed to use the same regioning parameters as the equivalent SIMD8
instruction but double the exec size. But we need to do the same
splitting for 64-bit instructions as well as instructions with a stride
of 2 (which effectively consume 64 bits per element). Fix up the code to
do the right thing instead of special-casing SIMD16.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Uniform doubles will read two registers, in which case we need to mark
both as being live.
v2 (Sam):
- Use a formula to get the number of registers read with proper
units (Curro).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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This makes things more consistent, and also fixes the offset calculation
for double uniforms.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Do it only for uniforms (Iago)
Signed-off-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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When we are actually unpacking from a double that we have previously
packed from its 32-bit components we can bypass the pack operation
and source from its arguments directly.
v2 (Sam):
- Fix line overflow (Topi)
- Bail if the parent instruction's source is not SSA (Connor)
Reviewed-by: Kenneth Graunke <[email protected]>
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When we are actually creating a double using values obtained from a
previous unpack operation we can bypass the unpack and source from
the original double value directly.
v2:
- Style changes (Topi)
- Bail is parent instruction's src is not SSA (Connor)
v3: Use subscript() instead of stride() (Curro)
Reviewed-by: Kenneth Graunke <[email protected]>
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v2 (Sam):
- Fix line overflow (Topi).
v3: Use subscript() instead of stride() (Curro)
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Use subscript() instead of stride() (Curro)
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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v2 (Sam):
- Add bitsize to brw_type_for_nir_type() in optimize_extract_to_float()
v3 (Sam):
- Fix line width (Topi).
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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They can only be used with 1-src instructions, which practically (since
we should've constant-propagated away all 1-src instructions with 64-bit
immediates in NIR) means that they must be kept in separate MOV's and
can't be propagated.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2 (Iago):
- Squashed bits from 'support double precission constant operands for
the implementation of 64-bit emit_load_const'.
- Do not use BRW_REGISTER_TYPE_D for all 32-bit registers since that breaks
asserts and functionality for some piglit tests. Just keep 32-bit types
untouched and add 64-bit support.
- Use DF instead of Q for 64-bit registers. Otherwise the code we generate
will use Q sometimes and DF others and we hit unwanted DF/Q conversions,
so always use DF.
v3 (Sam):
- Mark 'reg_type' occurrences as const (Topi).
Signed-off-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Tapani Palli <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
Signed-off-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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v2 (Sam):
- Mark 'size' as const (Topi).
- Add comment to explain that we do copies 64-bits regardless of the
type (Topi)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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v2 (Sam):
- Remove 'however' from the comment (Topi)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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v2 (Iago)
- Fixup accessibility in backend_reg
Signed-off-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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v2:
- set 3src_src_type for BRW_REGISTER_TYPE_DF (Connor)
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Tapani P\344lli <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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This is used to determine how many registers an instruction reads and
writes as well as for offseting register region into a desired component.
v2 (Connor): rebase on master
Signed-off-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Tapani P\344lli <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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v2 (Connor): rebase on master which moved this to brw_link.cpp
v3 (Sam):
- Only enable DFREXP_DLDEXP_TO_ARITH in process_glsl_ir(). This is
used for doubles. Single floating point op is lowered by NIR.
Signed-off-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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v2: also lower trunc, ceil, floor, fract and roundEven (Iago)
v3: also lower mod for doubles (Sam)
Signed-off-by: Iago Toral Quiroga <[email protected]>
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Lower lrp when operating with double operands because float version of
lrp is also lowered.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Broadwell and previous generations does not support lrp instruction
operating with doubles.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Oops, thanks compiler.
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
GL45-CTS.geometry_shader.limits.max_output_vertices
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
GL33-CTS.gtf33.GL3Tests.vertex_type_2_10_10_10_rev.vertex_type_2_10_10_10_rev_attrib
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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This is missing and memory qualifiers are currently being ignored for SSBOs.
Reviewed-by: Ian Romanick <[email protected]>
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This fixes:
GL45-CTS.gpu_shader5.texture_gather_offset_color_repeat
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Bump up default percentage of commits required to be auto-picked for CC.
Seems from a bit of trial-and-error to come up with a more reasonable
list of CC's this way.
Signed-off-by: Rob Clark <[email protected]>
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This reverts commit bd326c229c528a214c9fda705e7a961cfa49ac9e.
Now that we've fixed the GPU hangs, let's turn it back on.
Reviewed-by: Kristian Høgsberg <[email protected]>
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As far as I can tell, this was just entirely missing...honestly, I'm
not sure how anything worked at all.
Caught by noticing GPU hangs in image load store tests with scalar TCS,
but probably has broader implications.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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fs_visitor::emit_urb_writes skips writing the VUE header for shaders
that don't write gl_PointSize, gl_Layer, or gl_ViewportIndex. This
leaves their values uninitialized. Kristian's nearby comment says:
"But often none of the special varyings that live there are written
and in that case we can skip writing to the vue header, provided the
corresponding state properly clamps the values further down the
pipeline."
However, we were clamping gl_ViewportIndex to [0, 15], so we would end
up using a random viewport. To fix this, detect when the shader doesn't
write gl_ViewportIndex, and clamp it to [0, 0].
The vec4 backend always writes zeros to the VUE header, so it doesn't
suffer from this problem. With vec4-style HWord writes, we can write
the header and position together in a single message. In the FS world,
we would need 4 extra MOVs of 0 and a longer message, or a separate
OWord write. It's likely cheaper to just clamp the value.
Fixes DiRT Showdown and Bioshock Infinite, which only rendered half of
the screen - the lower left of two triangles.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93054
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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For Gen6 through Haswell dword 1 is MBZ. In gen 8 it becomes part of
the 64-bit address.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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My old implementation accumulated <start, end> pairs in a buffer,
and eventually processed that data on the CPU. This meant flushing
the batchbuffer and waiting for it to completely execute before we
could map it, resulting in really long stalls. We could also run out
of space in the buffer, and have to do this early.
Instead, we can use Haswell's MI_MATH command to do the (end - start)
subtraction, as well as the multiplication by 2 or 3 to convert from
the number of primitives written to the number of vertices written.
We still need to CS stall to read the counters, but otherwise everything
is completely pipelined - there's no CPU<->GPU synchronization required.
It also uses only 80 bytes in the buffer, no matter what.
Improves performance in Manhattan on Skylake GT3e at 800x600 by
6.1086% +/- 0.954166% (n=9). At 1920x1080, improves performance
by 2.82103% +/- 0.148596% (n=84).
v2: Fix number of primitives -> number of vertices calculation for
GL_TRIANGLES (I was multiplying by 4 instead of 3.) Caught by
Jordan Justen.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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It appears that we can't do this in a single command (like we do for
MI_LOAD_REGISTER_IMM) - the Skylake simulator gets rather grumpy about
the command length if I try to combine them. No matter.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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