| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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A hugely common case when using nir_builder is to have a shader with a
single function called main. This adds a helper that gives you just that.
This commit also makes us use it in the NIR control-flow unit tests as well
as tgsi_to_nir and prog_to_nir.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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GL_ARB_shader_draw_parameters added two new system values. This gets us
back to mapping mesa system values to the right TGSI semantics.
Reviewed-by: Ilia Mirkin <[email protected]>
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Make sure to make conversion unsigned when we're ANDing the high bits
away. Fixes corruption in dolphin.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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If we're doing an indirect draw, prims[i].basevertex is always 0 and the
real base vertex value is in the indirect parameter buffer. We try to
avoid flagging BRW_NEW_VERTICES if prims[i].basevertex doesn't change,
which then breaks down for indirect draws. Thus, if a program uses base
vertex or base instance, and the draw call is indirect, always flag
BRW_NEW_VERTICES. A new piglit test,
spec/ARB_shader_draw_parameters/drawid-indirect-vertexid tests this.
Reviewed-by: Anuj Phogat <[email protected]>
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This optimizes a + b - b to just a. Modest shader-db results (BDW):
total instructions in shared programs: 7842452 -> 7841862 (-0.01%)
instructions in affected programs: 61938 -> 61348 (-0.95%)
total loops in shared programs: 2131 -> 2131 (0.00%)
helped: 263
HURT: 0
GAINED: 0
LOST: 0
but the optimization turns
gl_VertexID - gl_BaseVertexARB
into just a reference to SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, which the
i965 hardware supports natively. That means we can avoid using the
internal vertex buffer for gl_BaseVertexARB in this case.
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We have to break open a new vec4 for gl_DrawIDARB. We've used up all
space in the vec4 we use for SGVS and gl_DrawIDARB has to come from its
own separate vertex buffer anyway. This is because we point the vb for
base vertex and base instance into the draw parameter BO for indirect
draw calls, but the draw id is generated by mesa in a different buffer.
Reviewed-by: Anuj Phogat <[email protected]>
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We already have gl_BaseVertexARB in the .x component of the SGVS vec4
and plug gl_BaseInstanceARB into the last free component (.y).
Reviewed-by: Anuj Phogat <[email protected]>
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fs_visitor::emit_vs_system_value() looks like it's trying to handle
SYSTEM_VALUE_VERTEX_ID, but we should never see that value in the
backend.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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The drivers will need this for passing in gl_DrawIDARB. For indirect
multidraw calls, we get the prim array and prim[i].draw_id == i and is
redundant. But for non-indirect calls, we get one primitive at a time
and need the draw_id field.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes make check.
Signed-off-by: Aaron Watry <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This option allows replacing a single shader by a pre-compiled ELF object
as generated by LLVM's llc, for example. This can be useful for debugging a
deterministically occuring error in shaders (and has in fact helped find
the causes of https://bugs.freedesktop.org/show_bug.cgi?id=93264).
v2: drop the debug flag, use DEBUG_GET_ONCE_OPTION instead
Reviewed-by: Marek Olšák <[email protected]>
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This changes the count slightly (because of si_generate_gs_copy_shader), but
this is only relevant for the driver-specific num-compilations query. It sets
the stage for the next commit.
Reviewed-by: Marek Olšák <[email protected]>
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This is analogous to the alreading existing macros for BOOL, NUM, and FLAGS.
Reviewed-by: Marek Olšák <[email protected]>
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When buffer size is less than 16, zero ends up being programmed as
size, which prevents the hardware from fetching the correct values.
Fix it by combining shift and align so that the value is always
rounded up.
Cc: "11.1 11.0 10.6" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92229
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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We now support all Intel GPUs which can do tessellation.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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We've resolved all the GPU hangs, and everything seems to be working.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Setting interleave on the TCS EOT message causes Ivybridge hardware to
GPU hang like crazy. Individual tests would pass, but running even a
simple test like nop.shader_test in a loop would hang within 1-3 runs.
Adding sleep delays worked around the problem, somehow.
Interleave doesn't make much sense given that we only have one patch
URB handle, not two. Complete doesn't seem useful either.
There's no reason to actually set those bits. We were just being lazy.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Pre-Broadwell hardware requires us to manually release the ICP Handles
by issuing URB read messages with the "Complete" bit set. We can do
this in pairs to use fewer URB read messages.
Based heavily on work from Chris Forbes.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Gen7 uses bits 15:12 while Gen7+ uses bits 16:13.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Gen7 uses 22:16 while Gen7.5+ uses 23:17.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This can be used on Broadwell by setting INTEL_SCALAR_TES=0.
More importantly, it will be used for Ivybridge and Haswell.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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When Connor originally drafted NIR, he copied the same function+overload
system that GLSL IR had with a few names changed. However, this
double-indirection is not really needed and has only served to confuse
people. Instead, let's just have functions which may not have unique names
and may or may not have an implementation. If someone wants to do overload
resolving, they can hav a hash table based function+overload system in the
overload resolving pass. There's no good reason to keep it in core NIR.
Reviewed-by: Connor Abbott <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
ir3 bits are
Reviewed-by: Rob Clark <[email protected]>
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Also release the scratch allocation if any.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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NIR has never been built with MSVC2008, so we shouldn't add
MSVC2008_COMPAT_CFLAGS to anything that uses it. This allows us to get
rid of the pragma in tgsi_to_nir.c.
Build tested with freedreno.
v2: Use MSVC2013_COMPAT_CLFAGS instead.
Reviewed-by: Jose Fonseca <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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The BDW PRM Vol2a: Command Reference: Instructions, section MEDIA_CURBE_LOAD,
says that 'CURBE Total Data Length' and 'CURBE Data Start Address' are
64-byte aligned. This is different from previous gens, that were 32-byte
aligned.
v2 (Jordan):
- CURBE Data Start Address is also 64-byte aligned.
- The call to brw_state_batch should also use 64-byte alignment.
- Improve PRM reference.
v3:
* New patch from Jordan. Always align base and size to 64 bytes.
Fixes the following SSBO CTS tests on BDW:
ES31-CTS.shader_storage_buffer_object.basic-atomic-case1-cs
ES31-CTS.shader_storage_buffer_object.basic-operations-case1-cs
ES31-CTS.shader_storage_buffer_object.basic-operations-case2-cs
ES31-CTS.shader_storage_buffer_object.basic-stdLayout_UBO_SSBO-case2-cs
ES31-CTS.shader_storage_buffer_object.advanced-write-fragment-cs
ES31-CTS.shader_storage_buffer_object.advanced-indirectAddressing-case2-cs
ES31-CTS.shader_storage_buffer_object.advanced-matrix-cs
And many other CS CTS tests as reported by Marta Lofstedt.
(Commit message is from Iago, but in v3, code is from Jordan.)
Signed-off-by: Jordan Justen <[email protected]>
Tested-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Requested by kisak on IRC.
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Everything is in place and I'm not aware of any further issues.
Tested with:
- Piglit
- Tessmark
- Unigine Heaven
- Shadow of Mordor
- GRID Autosport
I have patches to backport this to Haswell, Ivybridge, and Baytrail as
well (the first Intel hardware to support tessellation), but there are
still a lot of GPU hangs left to debug. So that will come later.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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GL_ARB_separate_shader_objects allows the application to mix-and-match
TCS and TES programs separately. This means that the interface between
the two stages isn't known until the final SSO pipeline is in place.
This isn't a great match for our hardware: the TCS and TES have to agree
on the Patch URB entry layout. Since we store data as per-patch slots
followed by per-vertex slots, changing the number of per-patch slots can
significantly alter the layout. This can easily happen with SSO.
To handle this, we store the [Patch]OutputsWritten and [Patch]InputsRead
bitfields in the TCS/TES program keys, introducing program recompiles.
brw_upload_programs() decides the layout for both TCS and TES, and
passes it to brw_upload_tcs/tes(), which store it in the key.
When creating the NIR for a shader specialization, we override
nir->info.inputs_read (and friends) to the program key's values.
Since everything uses those, no further compiler changes are needed.
This also replaces the hack in brw_create_nir().
To avoid recompiles, brw_precompile_tes() looks to see if there's a
TCS in the linked shader. If so, it accounts for the TCS outputs,
just as brw_upload_programs() would. This eliminates all recompiles
in the non-SSO case. In the SSO case, there should only be recompiles
when using a TCS and TES that have different input/output interfaces.
Fixes Piglit's mix-and-match-tcs-tes test.
v2: Pull the brw_upload_programs code into a brw_upload_tess_programs()
helper function (requested by Jordan Justen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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With tessellation shaders and SSO, we won't be able to always decide on
VUE map layouts at LinkProgram time. Unfortunately, we have to delay it
until shader specialization time.
However, uniform lowering cannot be deferred - brw_codegen_*_prog()
reads nir->num_uniforms. Fortunately, we don't need to defer it -
uniform, system value, atomic, and sampler lowering can safely stay
where it is. This patch moves those to brw_lower_nir()'s only caller,
renames brw_lower_nir() to brw_nir_lower_io(), and introduces calls
to that.
For non-tessellation stages, I chose to call brw_nir_lower_io() from
brw_create_nir(), so it's still done at the same time. There's no
need to defer it, and doing it at LinkProgram time is nice.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This way, I can safely use brw_tcs_prog_key::program_string_id == 0
to mean "not filled out because no program exists", which avoids the
need for adding an extra boolean to that struct.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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When the application hasn't supplied a TCS, and we have to create one,
we need to know what VS outputs to copy to TES inputs.
To do this, we create a new program key field, and set it to the TES
InputsRead bitfield.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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When using tessellation on OpenGL without a TCS, default values for
gl_TessLevelOuter/gl_TessLevelInner are provided via the API.
Core Mesa will flag ctx->DriverFlags.NewDefaultTessLevels whenever those
values change. We add a corresponding BRW_NEW_DEFAULT_TESS_LEVELS flag
and hook it up to HS push constants (which will be used to upload these
default values to the autogenerated TCS).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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With the automatic-TCS creation, we won't have a prog, but still need to
upload push constants.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Tessellation control shaders are optional, but evaluation shaders will
always be present when using tessellation. However, we'll always enable
the TCS (HS) hardware stage when using tessellation - we'll just create
a program on the fly.
That program, however, won't have a gl_program or gl_shader_program.
So we shouldn't check brw->tess_ctrl_program or
shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL] - if we want to know
whether tessellation is enabled, we should look for a TES.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This is trying to enforce the fact that the hardware requires HS, TE,
and DS to be enabled or disabled together. But it's kind of an ad-hoc
attempt, and not too useful.
More importantly, we aren't going to have a gl_shader_program for the
TCS which is automatically generated when none is present. (We'll just
handle it in the driver backend.) So, these will trip for no reason.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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For several reasons, I don't think it's particularly useful to have
separate flags:
1. Most of the time, tessellation shaders are paired, so both will be
replaced at the same time.
2. The data layout is tightly coupled. Both need to agree on the number
of per-patch slots in the VUE map. Even adding extra TCS outputs
that aren't read by the TES will trigger the need for recompiles.
3. The TCS is optional from an API perspective, but required by the
hardware whenever tessellation is enabled. So, atoms that deal with
the TCS must check brw->tess_eval_program (BRW_NEW_TESS_EVAL_PROGRAM?)
rather than brw->tess_ctrl_program to tell whether tessellation is
enabled.
So, not only is it unlikely to be useful, it's a bit confusing to get
right. Simply using one flag for both simplifies this.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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If there's no evaluation shader, tessellation is disabled. The upload
functions would just bail. Instead, don't bother calling them.
This will simplify the optional-TCS case a bit, as brw_upload_tcs can
assume that we're doing tessellation.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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I need access to glsl_type::vec2_type from C. Wrapping vec() also gives
us access to vec3 if we need it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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