| Commit message (Collapse) | Author | Age | Files | Lines |
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Needs to allocate batches from the cache so that it could
get a valid index and make resource dependancy tracking right.
In addition this fixes assertion on debug build since the commit
1a40faa8 landed.
Signed-off-by: Rob Clark <[email protected]>
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Needs to specify nondraw when creating a batch through
fd_bc_alloc_batch since it'd better create a batch through
it rather than fd_batch_create.
Signed-off-by: Rob Clark <[email protected]>
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It was dead code carried over from a5xx
Signed-off-by: Rob Clark <[email protected]>
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TODO not sure if this is best solution, but current logic is broken for
texcoord inputs. It is definitely the simplest solution.
Fixes: 1a24f519663 freedreno/ir3: ignore unused inputs
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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trivial
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Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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We should get fewer context rolls with the SET_CONTEXT_REG optimization,
but it would have been for nothing if the scissor state rolled the context
anyway. Don't emit the scissor state if there is no context roll.
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Fast color clears should be much faster. Also, fast color clears on
evicted buffers should be 200x faster on GFX8 and older.
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We know the divisors when we upload them, so instead we can precompute
and upload division factors derived from each divisor.
This fast division consists of add, mul_hi, and two shifts,
and we have to load 4 dwords intead of 1.
This probably won't affect any apps.
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We'll modify the quant mode there, which also affects the guarband
computation.
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This will be more useful when we change the quant mode to increase subpixel
precision and decrease the viewport range (which might not be possible
if the viewport is not centered in the viewport range).
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Apps may rely on them.
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and write_event_eop -> release_mem
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On Skylake enabling of ForceThreadDispatchEnable causes gpu-hang.
-v2: enabling of ForceThreadDispatchEnable is only for gen8, for
gen9 and higher reverted enabling of PixelShaderHasUAV.
-v3 (Jason Ekstrand): Rework the comments a bit.
CC: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107941
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107760
Fixes: 79270d2140ec (anv: Stop setting 3DSTATE_PS_EXTRA::PixelShaderHasUAV)
Signed-off-by: Sergii Romantsov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Even though the Intel GPU are always at the same PCI location, all the
info we need is already provided by libdrm. Let's be future proof.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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It should speed up the Python packages installation.
Reviewed-by: Roland Scheidegger <[email protected]>
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As that's what most people are bound to use.
Reviewed-by: Roland Scheidegger <[email protected]>
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That's what we (and I suppose most people out there) are using now.
Reviewed-by: Roland Scheidegger <[email protected]>
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This feature isn't used for now, so disable it until
wwm is fixed in LLVM.
Fixes dEQP-VK.subgroups.vote.graphics.subgroupallequal*
https://bugs.freedesktop.org/show_bug.cgi?id=108115
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This should fix rendering issues with Batman Arkham City.
We will probably need to implement itob and itoi at some
point, but currently nothing hits these paths.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107765
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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LLVMInt*Type() return types from the global context and therefore are
not safe for use in other contexts. Use types from our own context
instead.
Fixes frequent crashes seen when doing multithreaded pipeline creation.
Fixes: 4d0b02bb5a "ac: add support for 16bit load_push_constant"
Fixes: 7e7ee82698 "ac: add support for 16bit buffer loads"
Cc: "18.2" <[email protected]>
Signed-off-by: Alex Smith <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Adding compile time check for subroutine functions with
the same names. Similar check for intrastage linking was already
landed in commit 5f0567a4f60.
From Section 6.1.2 (Subroutines) of the GLSL 4.00 specification
"A program will fail to compile or link if any shader
or stage contains two or more functions with the same
name if the name is associated with a subroutine type."
Fixes:
* no-overloads.vert
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108109
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Also there is no "OpenGL ES Shading Language 4.00" spec,
so change it to GLSL 4.00 spec.
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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If GLSL has already done the lowering, we'd rather not crash in this pass.
Reviewed-by: Kenneth Graunke <[email protected]>
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See commit c0c46ca461f136a0ae1ed69da6c874e850aeeb53 in the Linux kernel,
where José Roberto de Souza added this new PCI ID there.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Rodrigo Vivi <[email protected]>
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We probably don't need to iterate, fprintf, and abort in release mode.
Reviewed-by: Matt Turner <[email protected]>
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Extend the pass to propagate the copies information along the control
flow graph. It performs two walks, first it collects the vars
that were written inside each node. Then it walks applying the copy
propagation using a list of copies previously available. At each node
the list is invalidated according to results from the first walk.
This approach is simpler than a full data-flow analysis, but covers
various cases. If derefs are used for operating on more memory
resources (e.g. SSBOs), the difference from a regular pass is expected
to be more visible -- as the SSA copy propagation pass won't apply to
those.
A full data-flow analysis would handle more scenarios: conditional
breaks in the control flow and merge equivalent effects from multiple
branches (e.g. using a phi node to merge the source for writes to the
same deref). However, as previous commentary in the code stated, its
complexity 'rapidly get out of hand'. The current patch is a good
intermediate step towards more complex analysis.
The 'copies' linked list was modified to use util_dynarray to make it
more convenient to clone it (to handle ifs/loops).
Annotated shader-db results for Skylake:
total instructions in shared programs: 15105796 -> 15105451 (<.01%)
instructions in affected programs: 152293 -> 151948 (-0.23%)
helped: 96
HURT: 17
All the HURTs and many HELPs are one instruction. Looking
at pass by pass outputs, the copy prop kicks in removing a
bunch of loads correctly, which ends up altering what other
other optimizations kick. In those cases the copies would be
propagated after lowering to SSA.
In few HELPs we are actually helping doing more than was
possible previously, e.g. consolidating load_uniforms from
different blocks. Most of those are from
shaders/dolphin/ubershaders/.
total cycles in shared programs: 566048861 -> 565954876 (-0.02%)
cycles in affected programs: 151461830 -> 151367845 (-0.06%)
helped: 2933
HURT: 2950
A lot of noise on both sides.
total loops in shared programs: 4603 -> 4603 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total spills in shared programs: 11085 -> 11073 (-0.11%)
spills in affected programs: 23 -> 11 (-52.17%)
helped: 1
HURT: 0
The shaders/dolphin/ubershaders/12.shader_test was able to
pull a couple of loads from inside if statements and reuse
them.
total fills in shared programs: 23143 -> 23089 (-0.23%)
fills in affected programs: 2718 -> 2664 (-1.99%)
helped: 27
HURT: 0
All from shaders/dolphin/ubershaders/.
LOST: 0
GAINED: 0
The other generations follow the same overall shape. The spills and
fills HURTs are all from the same game.
shader-db results for Broadwell.
total instructions in shared programs: 15402037 -> 15401841 (<.01%)
instructions in affected programs: 144386 -> 144190 (-0.14%)
helped: 86
HURT: 9
total cycles in shared programs: 600912755 -> 600902486 (<.01%)
cycles in affected programs: 185662820 -> 185652551 (<.01%)
helped: 2598
HURT: 3053
total loops in shared programs: 4579 -> 4579 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total spills in shared programs: 80929 -> 80924 (<.01%)
spills in affected programs: 720 -> 715 (-0.69%)
helped: 1
HURT: 5
total fills in shared programs: 93057 -> 93013 (-0.05%)
fills in affected programs: 3398 -> 3354 (-1.29%)
helped: 27
HURT: 5
LOST: 0
GAINED: 2
shader-db results for Haswell:
total instructions in shared programs: 9231975 -> 9230357 (-0.02%)
instructions in affected programs: 44992 -> 43374 (-3.60%)
helped: 27
HURT: 69
total cycles in shared programs: 87760587 -> 87727502 (-0.04%)
cycles in affected programs: 7720673 -> 7687588 (-0.43%)
helped: 1609
HURT: 1416
total loops in shared programs: 1830 -> 1830 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total spills in shared programs: 1988 -> 1692 (-14.89%)
spills in affected programs: 296 -> 0
helped: 1
HURT: 0
total fills in shared programs: 2103 -> 1668 (-20.68%)
fills in affected programs: 438 -> 3 (-99.32%)
helped: 4
HURT: 0
LOST: 0
GAINED: 1
v2: Remove the DISABLE prefix from tests we now pass.
v3: Add comments about missing write_mask handling. (Caio)
Add unreachable when switching on cf_node type. (Jason)
Properly merge the component information in written map
instead of replacing. (Jason)
Explain how removal from written arrays works. (Jason)
Use mode directly from deref instead of getting the var. (Jason)
v4: Register the local written mode for calls. (Jason)
Prefer cf_node instead of node. (Jason)
Clarify that remove inside iteration only works in backward
iterations. (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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Calls are not used yet (functions are inlined), but since new code is
already taking them into account, do it here too. The convention here
and in other places is that no writable memory is assumed to remain
unchanged, as well as global variables.
Also, explicitly state the modes affected (instead of using the
reverse logic) in one of the apply_for_barrier_modes calls.
Suggested by Jason.
v2: Consider local vars used by a call to be conservative, SPIR-V has
such cases. (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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Also tests for removal of redundant loads, that we currently handle as
part of the copy propagation.
Note some tests involve multiple blocks and are currently DISABLED
because they (expectedly) fail.
v2: Add missing DISABLED prefix to "multi block" tests. (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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These are covered by another pass now.
Reviewed-by: Jason Ekstrand <[email protected]>
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No changes to shader-db for intel.
No changes to shader-db expected for freedreno.
Reviewed-by: Jason Ekstrand <[email protected]>
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Instead of doing this as part of the existing copy_prop_vars pass.
Separation makes easier to expand the scope of both passes to be more
than per-block. For copy propagation, the information about valid
copies comes from previous instructions; while the dead write removal
depends on information from later instructions ("have any instruction
used this deref before overwrite it?").
Also change the tests to use this pass (instead of copy prop vars).
Note that the disabled tests continue to fail, since the standalone
pass is still per-block.
v2: Remove entries from dynarray instead of marking items as
deleted. Use foreach_reverse. (Caio)
(all from Jason)
Do not cache nir_deref_path. Not worthy for this patch.
Clear unused writes when hitting a call instruction.
Clean up enumeration of modes for barriers.
Move metadata calls to the inner function.
v3: For copies, use the vector length to calculate the mask.
(all from Jason)
Use nir_component_mask_t when applicable.
Rename functions for clarity.
Consider local vars used by a call to be conservative (SPIR-V has
such cases).
Comment and assert the assumption that stores and copies are
always to a deref that ends with a vector or scalar.
Reviewed-by: Jason Ekstrand <[email protected]>
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Note at the moment the pass called is nir_opt_copy_prop_vars, because
dead write elimination is implemented there.
Also added tests that involve identifying dead writes in multiple
blocks (e.g. the overwrite happens in another block). Those currently
fail as expected, so are marked to be skipped.
Reviewed-by: Jason Ekstrand <[email protected]>
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Add basic helpers for doing tests on the vars related optimization
passes. The main goal is to lower the barrier to create tests during
development and debugging of the passes. Full coverage is not a
requirement.
v2: Make find_next_intrinsic() skip blocks before 'after'. (Jason)
Move nir_imm_ivec2() to nir_builder.h. (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Useful to walk the array removing elements by swapping them with the
last element.
v2: Change iteration to make sure we never underflow. (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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Cuts the formerly 7-minute simulation time of fs-packHalf2x16.shader_test
in half.
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For gallium drivers where you want to do some linking at variant compile
time, you don't have the other producer/consumer shader on hand to modify.
By exposing the inner function, the driver can have the used varyings in
the compiled shader cache key and still do linking.
This is also useful for V3D, where the binning shader wants to only output
position and TF varyings. We've been removing those after nir_lower_io,
but this will be less driver-specific code and let more of the shader get
DCEed early in NIR.
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes assertion failures when calling nir_remove_unused_varyings() or
nir_remove_unused_io_vars().
Reviewed-by: Timothy Arceri <[email protected]>
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This means that TTN shaders more closely resemble GTN shaders: they have
inputs and outputs as variable derefs, with the variables having their
.driver_location already set up for you.
This will be useful for v3d to do input variable DCE in NIR, which we
can't do when the TTN shaders never have a pre-nir_lower_io stage.
Acked-by: Rob Clark <[email protected]>
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