| Commit message (Collapse) | Author | Age | Files | Lines |
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Specifically, consider the size of the data type of the operand to compute
the number of registers written.
v2 (Sam):
- Fix line width (Jordan).
- Add an assert (Jordan).
- Use REG_SIZE in the calculation of regs_written (Curro)
v3 (Sam):
- Fix assert and calculation of regs_written (Curro).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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This has likely been broken since we started propagating copies not
matching the offset of the instruction exactly
(1728e74957a62b1b4b9fbb62a7de2c12b77c8a75). The copy source stride
needs to be taken into account to find out the offset at the origin
that corresponds to the offset at the destination of the copy which is
being read by the instruction. This has led to program miscompilation
on both my SIMD32 branch and Igalia's FP64 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
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This can happen if the register already has a non-zero subreg_offset
when byte_offset() is called.
v2 (Sam):
- Refactor byte_offset() (Jordan).
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We've apparently always been botching JIP for sequences such as:
do
cmp.f0.0 ...
(+f0.0) break
...
do
...
while
...
while
Because the "do" instruction doesn't actually exist, the inner "while"
is at the same depth as the "break". brw_find_next_block_end() thus
mistook the inner "while" as the end of the loop containing the "break",
and set the "break" to point to the wrong place.
Only "while" instructions that jump before our instruction are relevant.
We need to ignore the rest, as they're sibling control flow nodes (or
children, but this was already handled by the depth == 0 check).
See also commit 1ac1581f3889d5f7e6e231c05651f44fbd80f0b6.
This prevents channel masks from being screwed up, and fixes GPU
hangs(*) in dEQP-GLES31.functional.shaders.multisample_interpolation.
interpolate_at_sample.centroid_qualified.multisample_texture_16.
The test ended up executing code with no channels enabled, and that
code contained FIND_LIVE_CHANNEL, which returned 8 (out of range for
a SIMD8 program), which then was used in indirect GRF addressing,
which randomly got a boolean value (0xFFFFFFFF), interpreted it as
a sample ID, OR'd it into an indirect send message descriptor,
which corrupted the message length, sending a pixel interpolator
message with mlen 15, which is illegal. Whew :)
(*) Technically, the test doesn't GPU hang currently, but only
because another bug prevents it from issuing pixel interpolator
messages entirely...with that fixed, it hangs.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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I need to use this in an additional place.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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STATE_BASE_ADDRESS stalls the whole pipeline, and the documentation
cautions us to emit it as little as possible for better performance.
We recently put some hacks in BLORP to try and avoid emitting it
if it was already set correctly. However, this wasn't quite minimal:
if BLORP is the first operation (i.e. glClear()), then it would emit
it, and subsequent draw calls would emit it again.
This caused a small drop in performance in GPUTest Triangle when
switching from Meta to BLORP.
Unlike most packets, STATE_BASE_ADDRESS isn't influenced by GL state:
it needs to be emitted once per batch, before most other commands, or
whenever we change the program cache BO. It's also valid in both the
3D and compute pipelines, which makes it even more unique.
This patch removes it from the atom mechanism and instead directly
calls it as part of every draw, compute dispatch, or BLORP operation.
We introduce a new flag indicating that STATE_BASE_ADDRESS has already
been emitted this batch, and if so, skip doing it again. When we make
a new program cache BO, we simply reset the flag, so the next operation
will emit it again. When we flush/reset the batch, we reset the flag.
This guarantees that we'll emit STATE_BASE_ADDRESS only when we have to.
It's also less code than the old atom mechanism.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We're about to start calling it directly, and this means the callers
won't have to think about generations.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This way all the programs are in one place again, and it also should
make some future STATE_BASE_ADDRESS related changes possible.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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opt_constant_folding is supposed to fold trees of constants into a
single constant. Surprisingly, it was also propagating constant values
from variables into expression trees - even when the result couldn't be
folded together. This is opt_constant_propagation's job.
The ir_dereference_variable::constant_expression_value() method returns
a clone of var->constant_value. So we would replace the dereference
with a constant, propagating it into the tree.
Skip over ir_dereference_variable to avoid this surprising behavior.
However, add code to explicitly continue doing it in the constant
propagation pass, as it's useful to do so.
shader-db statistics on Broadwell:
total instructions in shared programs: 8905349 -> 8905126 (-0.00%)
instructions in affected programs: 30100 -> 29877 (-0.74%)
helped: 93
HURT: 20
total cycles in shared programs: 71017030 -> 71015944 (-0.00%)
cycles in affected programs: 132456 -> 131370 (-0.82%)
helped: 54
HURT: 45
The only hurt programs are by a single instruction, while the helped
ones are helped by 1-4 instructions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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If an ir_dereference_array has non-constant components, there's no
point in trying to evaluate its value (which involves walking down
the tree and possibly allocating memory for portions of the subtree
which are constant).
This also removes convoluted tree walking in opt_constant_folding(),
which tries to fold constants while walking up the tree. No need to
walk down, then up, then down again.
We did this for swizzles and expressions already, but I was lazy
back in the day and didn't do this for ir_dereference_array.
No change in shader-db.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We could probably clean this up more (maybe make it a method), but at
least there's only one copy of this code now, and that's a start.
No change in shader-db.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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It looks like this was missed when converting opt_constant_folding()
from a hierarchical visitor to an rvalue visitor in 6606fde3.
ir_rvalue_visitor already processes values on the way back up the tree,
so we will have already visited every child node. There's no point in
doing it again.
No change in shader-db.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The pass ultimately skips over any entries with assignment_count != 1,
so there's no need to do further work once we've determined that there
are multiple assignments.
The constant value could be a large array (i.e. uvec4[327]), at which
point skipping the constant_expression_value() call (and the clone()
call within) can save us piles of memory.
No change in shader-db.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes 4 dEQP-GLES31.functional.shaders.multisample_interpolation tests:
- interpolate_at_offset.no_qualifiers.default_framebuffer
- interpolate_at_offset.centroid_qualifier.default_framebuffer
- interpolate_at_offset.sample_qualifier.default_framebuffer
- interpolate_at_offset.array_element.default_framebuffer
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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I've added this to nir_gather_info(), but also to glsl_to_nir() as a
temporary measure, since the i965 GL driver today doesn't use
nir_gather_info() yet.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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I don't know what the intention was here, but this function returns
void. We can't assert anything about its return value.
Fixes "make check" failures.
v2: Also fix prototype for the function (caught by Jordan).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Don't hard-code the gpu-id anymore.
Signed-off-by: Rob Clark <[email protected]>
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Drop extra #include which is otherwise unneeded (and makes this header
difficult to include from outside of src/mesa).
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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With algebraic-opt support for lowering div to shift, the driver would
like to be able to run this pass *after* the main opt-loop, and then
conditionally re-run the opt-loop if this pass actually lowered some-
thing.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Not sure how we didn't hit this already, but since we want fdiv
converted into mul + rcp, we should set this.
Signed-off-by: Rob Clark <[email protected]>
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In the glsl->tgsi path, this already gets translated to VAR8, which
matches up with rasterizer->sprite_coord_enable.
Signed-off-by: Rob Clark <[email protected]>
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When we got NIR directly from state tracker (vs using tgsi_to_nir) we
need to realize this and skip some TGSI specific hacks.
Signed-off-by: Rob Clark <[email protected]>
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For now under debug flag, since only suitable for debugging/testing.
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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INTERP is defined (by me) to have to have a INPUT source. However the
state tracker does not always obey this. This happens due to varying
packing logic introducing additional mov's which can't always be undone.
Instead of just giving up, we instead try harder to find the original
input. This won't always be possible, for example with indirect
accesses. There's not much we can (easily) do about that though.
This fixes the remaining interpolateAt* failures in dEQP:
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at*
some of which were asserting due to INTERP_* being passed a non-input.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This fixes
dEQP-GLES31.functional.draw_indirect.draw_elements_indirect.*.default_attribute
These tests were causing a const vbo to be set up, and were small enough
draws that the logic was trying to go via the push path (which emits
data directly into the cmd stream rather than uploading a user vbo).
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Reviewed-by: Samuel Pitoiset <[email protected]>
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This was handled in handleTEX(), however the way the logic works, those
extra arguments aren't added on by then, so it did nothing. Instead we
must duplicate that bit here. GK110 appears to complain about
MISALIGNED_GPR, however it's reasonable to believe that GK104 has the
same requirements.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95403
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Reviewed-by: Samuel Pitoiset <[email protected]>
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Cull distances are just a special case of clip distances as far as the
hardware is concerned. Make sure that the relevant "planes" are enabled,
and flip the clip mode to cull for those.
Signed-off-by: Tobias Klausmann <[email protected]>
[imirkin: add enables on nvc0, add nv50 support]
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tobias Klausmann <[email protected]>
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The pass that st/mesa relies on to combine clip and cull distances has
been reverted, so we can't expose ARB_cull_distance until that is
resolved.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We used to use a meta path on gen8 but we haven't since c7cf17ae758. We
might as well delete the meta path since blorp works on all gens.
Reviewed-by: Topi Pohjolainen <[email protected]>
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We used to use a meta path because blorp didn't support 16x MSAA. Now it
does, so we don't need the meta paths anymore.
Reviewed-by: Topi Pohjolainen <[email protected]>
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We used to use a meta path because blorp didn't support 16x MSAA. Now it
does, so we don't need the meta paths anymore.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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The helper was initially created to allow us to set reasonable defaults as
we mutated the brw_blorp_prog_data structure in preparation for NIR. Now
that everything is going through brw_blorp_compile_nir_shader() which fully
fills out the brw_blorp_prog_data structure, we don't need the helper.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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NIR gets kind of awkward when you have a 3-component vector with two floats
and one int. This led to us accidentally going through float for the
sample index. It doesn't hurt anything but it also isn't needed.
Reviewed-by: Topi Pohjolainen <[email protected]>
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The original code-flow tried to map original blorp. This puts things more
where they belong and simplifies some of the logic.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Many of the more complex cases still fall back to the old shader builder.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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