| Commit message (Collapse) | Author | Age | Files | Lines |
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So renamed to a more general vtn_handle_atomics
Reviewed-by: Timothy Arceri <[email protected]>
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This is convenient when dealing with atomic counter uniforms. The
alternative would be doing that at vtn_handle_atomics.
Reviewed-by: Timothy Arceri <[email protected]>
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When constructing NIR if we have a SPIR-V uint variable and the
storage class is SpvStorageClassAtomicCounter, we store as NIR's
glsl_type an atomic_uint to reflect the fact that the variable is an
atomic counter.
However, we were tweaking the type only for atomic_uint scalars, we
have to do it as well for atomic_uint arrays and atomic_uint arrays of
arrays of any depth.
Signed-off-by: Antia Puentes <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
v2: update after deref patches got pushed (Alejandro Piñeiro)
v3: simplify repair_atomic_type (suggested by Timothy Arceri, included
on the patch by Alejandro)
Reviewed-by: Timothy Arceri <[email protected]>
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GLSL types differentiates uint from atomic uint. On SPIR-V the type is
uint, and the variable has a specific storage class. So we need to
tweak the type based on the storage class.
Ideally we would like to get the proper type at vtn_handle_type, but
we don't have the storage class at that moment.
We tweak only the nir type, as is the one that really requires it.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Also initialize it on var_decoration_cb
This is equivalent to nir_variable.offset, used to store the location
an atomic counter is stored at.
Reviewed-by: Timothy Arceri <[email protected]>
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Atomic Counters are uniforms per spec.
Reviewed-by: Timothy Arceri <[email protected]>
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ARB_gl_spirv points that uniforms in general need explicit
location. But there are still some cases of uniforms without location,
like for example uniform atomic counters. Those doesn't have a
location from the OpenGL point of view (they are identified with a
binding and offset), but Mesa internally assigns it a location.
Signed-off-by: Eduardo Lima <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
v2: squash with another patch, minor variable name tweak (Timothy
Arceri)
Reviewed-by: Timothy Arceri <[email protected]>
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This includes:
* Move the defition of empty_uniform_block to linker_util.h
* Move find_empty_block (with a rename) to linker_util.h
* Refactor some code at linker.cpp to a new method at linker_util.h
(link_util_update_empty_uniform_locations)
So all that code could be used by the GLSL linker and the NIR linker
used for ARB_gl_spirv.
v2: include just "ir_uniform.h" (Timothy Arceri)
Reviewed-by: Timothy Arceri <[email protected]>
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compatible
Otherwise we can incorrectly cmod propagate in situations like
add(8) g10<1>.xD g2<0>.xD -16D
...
cmp.ge.f0(8) null<1>D g2<0>.xD 16D
...
(+f0) sel(8) g21<1>.xyUD g14<4>.xyyyUD g18<4>.xyyyUD
Sadly, this change hurts quite a few shaders.
v2: Refactor writemask compatibility check into a separate function.
Suggested by Caio.
Ivy Bridge and Haswell had similar results. (Haswell shown)
total instructions in shared programs: 12968489 -> 12968738 (<.01%)
instructions in affected programs: 60679 -> 60928 (0.41%)
helped: 0
HURT: 249
HURT stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
HURT stats (rel) min: 0.22% max: 0.81% x̄: 0.46% x̃: 0.44%
95% mean confidence interval for instructions value: 1.00 1.00
95% mean confidence interval for instructions %-change: 0.44% 0.48%
Instructions are HURT.
total cycles in shared programs: 409171965 -> 409172317 (<.01%)
cycles in affected programs: 260056 -> 260408 (0.14%)
helped: 0
HURT: 176
HURT stats (abs) min: 2 max: 2 x̄: 2.00 x̃: 2
HURT stats (rel) min: 0.04% max: 0.34% x̄: 0.17% x̃: 0.17%
95% mean confidence interval for cycles value: 2.00 2.00
95% mean confidence interval for cycles %-change: 0.16% 0.18%
Cycles are HURT.
Sandy Bridge
total instructions in shared programs: 10423577 -> 10423753 (<.01%)
instructions in affected programs: 40667 -> 40843 (0.43%)
helped: 0
HURT: 176
HURT stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
HURT stats (rel) min: 0.29% max: 0.79% x̄: 0.48% x̃: 0.42%
95% mean confidence interval for instructions value: 1.00 1.00
95% mean confidence interval for instructions %-change: 0.46% 0.51%
Instructions are HURT.
total cycles in shared programs: 146097503 -> 146097855 (<.01%)
cycles in affected programs: 503990 -> 504342 (0.07%)
helped: 0
HURT: 176
HURT stats (abs) min: 2 max: 2 x̄: 2.00 x̃: 2
HURT stats (rel) min: 0.02% max: 0.36% x̄: 0.12% x̃: 0.11%
95% mean confidence interval for cycles value: 2.00 2.00
95% mean confidence interval for cycles %-change: 0.11% 0.13%
Cycles are HURT.
No changes on any other platforms.
Signed-off-by: Ian Romanick <[email protected]>
Fixes: cd635d149b2 i965/vec4: Propagate conditional modifiers from compares to adds
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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src/intel/compiler/brw_nir.c: In function ‘brw_nir_lower_vue_outputs’:
src/intel/compiler/brw_nir.c:464:32: warning: unused parameter ‘is_scalar’ [-Wunused-parameter]
bool is_scalar)
^~~~~~~~~
src/intel/compiler/brw_nir.c: In function ‘lower_bit_size_callback’:
src/intel/compiler/brw_nir.c:610:57: warning: unused parameter ‘data’ [-Wunused-parameter]
lower_bit_size_callback(const nir_alu_instr *alu, void *data)
^~~~
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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This is the wrong kind of dirty bit. Caught by GCC warnings, due to
64-bit values being truncated to 32 bits.
Fixes: b95b0e2918c052068caeb4f6c2802ba89be043a3 (intel/anv,blorp,i965: Implement the SKL 16x MSAA SIMD32 workaround)
Reviewed-by: Jason Ekstrand <[email protected]>
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The Vulkan API provides a mechanism for applications to cache their own
shaders and manage on-disk pipeline caching themselves. Generally, this
is what I would recommend to application developers and I've resisted
implementing driver-side transparent caching in the Vulkan driver for a
long time. However, not all applications do this and, for some
use-cases, it's just not practical.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Before, we were only hashing the shader if we had a shader cache to
cache things in. This means that if we ever get it wrong, we could end
up trying to cache a shader with an undefined hash. Since not having a
shader cache is an extremely uncommon case, let's optimize for code
clarity and obvious correctness over avoiding a hash operation.
Reviewed-by: Timothy Arceri <[email protected]>
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If a client is dumb enough to not specify a pipeline cache, give it a
default. We have to create one anyway for blorp so we may as well let
the client cache shaders in it.
Reviewed-by: Timothy Arceri <[email protected]>
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Previously, we just hashed the entire descriptor set layout verbatim.
This meant that a bunch of extra stuff such as pointers and reference
counts made its way into the cache. It also meant that we weren't
properly hashing in the Y'CbCr conversion information information from
bound immutable samplers.
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
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According to RenderDoc, this shaves 99.6% of the run time off of the
ambient occlusion pass in Skyrim Special Edition when running under DXVK
and shaves 92% off the runtime for a reasonably representative frame.
When running the actual game, Skyrim goes from being a slide-show to a
very stable and playable framerate on my SKL GT4e machine.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This pass searches for reasonably large local variables which can be
statically proven to be constant and moves them into shader constant
data. This is especially useful when large tables are baked into the
shader source code because they can be moved into a UBO by the driver to
reduce register pressure and make indirect access cheaper.
v2 (Jason Ekstrand):
- Use a size/align function to ensure we get the right alignments
- Use the newly added deref offset helpers
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This commit adds a concept to NIR of having a blob of constant data
associated with a shader. Instead of being a UBO or uniform that can be
manipulated by the client, this constant data considered part of the
shader and remains constant across all invocations of the given shader
until the end of time. To access this constant data from the shader, we
add a new load_constant intrinsic. The intention is that drivers will
eventually lower load_constant intrinsics to load_ubo, load_uniform, or
something similar. Constant data will be used by the optimization pass
in the next commit but this concept may also be useful for OpenCL.
v2 (Jason Ekstrand):
- Rename num_constants to constant_data_size (anholt)
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These are very similar to the related function in nir_lower_io except
that they don't handle per-vertex or packed things (that could be added,
in theory) and they take a more detailed size/align function pointer.
One day, we should consider switching nir_lower_io over to using the
more detailed size/align functions and then we could make it use these
helpers instead of having its own.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The size and alignment are "natural" in the sense that everything is
aligned to a scalar. This is a bit tighter than std430 where vec3s are
required to be aligned to a vec4.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2 (Jason Ekstrand):
- Rename y to pot_align (Brian)
- Also use ALIGN_POT in build_id.c and slab.c (Brian)
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes warning at screen creation. We store our outputs in normal temps
and just emit them to shader I/O at the end, due to our I/O ordering
requirements, so reading "outputs" in NIR is fine.
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This removes some ugly code around module initialization.
Reviewed-by: Dave Airlie <[email protected]>
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This fixes GPU hangs on 7278 in transform feedback tests such as
GTF-GLES3.gtf.GL3Tests.transform_feedback2.transform_feedback2_basic
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this will be needed for compatibility profiles
v2: handle tess shaders
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
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When building with asserts enabled, we'll end up triggering an assert
in pipe_buffer_map_range down this code-path, due to trying to map
an empty range. Even if we avoid that, we'll trigger another assert
a bit later, because u_vbuf_get_minmax_index returns a min-index of
-1 here, which gets promoted to an unsigned value, and gives us an
out-of-bounds buffer-mapping offset.
Since we can't really have a well-defined min/max range here when
the range is empty anyway, we should just drop this dance in the
first place. After all, no rendering is going to be produced.
This fixes a crash in dEQP-GLES31.functional.draw_indirect.random.0
on VirGL for me.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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After performing a fast-clear eliminate, a FMASK decompress,
or a DCC decompress, we can reset the predicate to FALSE.
With that, the GPU should be able to skip unnecessary color
decompression passes.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Performing a DCC decompression pass is currently pretty rare,
but using predication allows the GPU to skip unnecessary passes.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Use caps to obtain the multisample sample positions for up to 16
positions and implement the according Gallium interface.
This implemenation (plus its counterpart in virglrenderer) assume that
the fixed sample position are always the same for a given number of samples
over the whole live time of a qemu session. It also assumes that sample
series are only given for 2, 4, 8, and 16 samples, and for intermediate
numbers N of samples the next higher supported set from above list is picked
and the sample positions for the first N samples are returned accordingly.
Fixes (when run on GL host):
dEQP-GLES31.functional.texture.multisample.samples_1.sample_position
dEQP-GLES31.functional.texture.multisample.samples_2.sample_position
dEQP-GLES31.functional.texture.multisample.samples_3.sample_position
dEQP-GLES31.functional.texture.multisample.samples_4.sample_position
dEQP-GLES31.functional.texture.multisample.samples_8.sample_position
dEQP-GLES31.functional.texture.multisample.samples_10.sample_position
dEQP-GLES31.functional.texture.multisample.samples_12.sample_position
dEQP-GLES31.functional.texture.multisample.samples_13.sample_position
dEQP-GLES31.functional.texture.multisample.samples_16.sample_position
v2: remove unrelated chunk (thanks Ilia Mirkin)
v3: - also return positions for intermediate sample counts
- fix unused varible warning
- update description
v4: explain better what this patch assumes and how it handles sample numbers
that are not directly advertised (thanks go to Erik Faye-Lund for making
me aware that this should be documented)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Erik Faye-Lund <[email protected]>
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and PIPE_FORMAT_R8G8B8A8_SRGB, as well.
The reason for this is that when Virgl runs with GLES on the host, it
cannot directly upload textures in BGRA.
So to avoid a conversion step, consider the RGB sRGB formats as well for
this extension.
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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If the driver doesn't support PIPE_FORMAT_B8G8R8A8_SRGB, fall back to
PIPE_FORMAT_R8G8B8A8_SRGB.
Drivers such as Virgl will have a hard time supporting
PIPE_FORMAT_B8G8R8A8_SRGB when the host runs GLES, as GL_BGRA isn't as
well suported there.
So go with PIPE_FORMAT_R8G8B8A8_SRGB so these drivers can avoid a
conversion copy.
v2: Fix typo in commit message
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When Mesa itself implements ETC2 decompression, it currently
decompresses to formats in the GL_BGRA component order.
That can be problematic for drivers which cannot upload the texture data
as GL_BGRA, such as Virgl when it's backed by GLES on the host.
So this commit adds a flag to _mesa_unpack_etc2_format so callers can
specify the optimal component order.
In Gallium's case, it will be requested if the format isn't in
PIPE_FORMAT_B8G8R8A8_SRGB format.
For i965, it will remain GL_BGRA, as before.
v2: * Remove unnecesary include (Emil Velikov)
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Every time we emit a new state base address we will need to re-emit our
binding tables, since they might have been emitted with a different base
state adress.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
CC: <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
CC: <[email protected]>
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If we have to re-emit push constant data, we need to re-emit all
of it.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
CC: <[email protected]>
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v2: none
v3: none
Signed-off-by: Denis Pauk <[email protected]>
CC: Marek Olšák <[email protected]>
CC: Rhys Perry <[email protected]>
CC: Matt Turner <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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v2: none
v3: none
Signed-off-by: Denis Pauk <[email protected]>
CC: Marek Olšák <[email protected]>
CC: Rhys Perry <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Reuse code shared with mesa/main/texcompress_bptc.
v2: Use block decompress function
v3: Include static bptc code from texcompress_bptc_tmp.h
Suggested-by: Marek Olšák <[email protected]>
Signed-off-by: Denis Pauk <[email protected]>
CC: Nicolai Hähnle <[email protected]>
CC: Marek Olšák <[email protected]>
CC: Gert Wollny <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Move shared bptc functions to texcompress_bptc_tmp.h:
* fetch_rgba_unorm_from_block
* fetch_rgb_float_from_block
* compress_rgba_unorm
* compress_rgb_float
Create decompress functions:
* decompress_rgba_unorm
* decompress_rgb_float
Functions will be reused in gallium/auxiliary code.
v2: Add block decompress function
v3: Move all shared code to header
Suggested-by: Marek Olšák <[email protected]>
Signed-off-by: Denis Pauk <[email protected]>
CC: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Shaders that need special code for external samplers were broken if
they were loaded from the cache.
Cc: 18.1 <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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We need to add loop terminators to the list in the order we come
across them otherwise if two or more have the same exit condition
we will select that last one rather than the first one even though
its unreachable.
This fix is for simple unrolls where we only have a single exit
point. When unrolling these type of loops the unreachable
terminators and their unreachable branch are removed prior to
unrolling. Because of the logic change we also switch some
list access in the complex unrolling logic to avoid breakage.
Fixes: 6772a17acc8e ("nir: Add a loop analysis pass")
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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