| Commit message (Collapse) | Author | Age | Files | Lines |
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We'd end up with the constant offset in the uniform stream anyway, since
they're bigger than small immediates. Avoids the extra uniforms and adds
in the shader in favor of just adding once on the CPU.
shader-db:
total instructions in shared programs: 6496865 -> 6494851 (-0.03%)
total uniforms in shared programs: 2119511 -> 2117243 (-0.11%)
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I want to reuse this for encoding small constant UBO/SSBO offsets into the
uniform stream to reduce the extra uniform loads and adds for the small
constant offsets.
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You usually want to go find the highest pressure and figure out why you
couldn't spill or what pattern led to a bunch of pressure leading to that
point.
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We can just use the magic register file like we do for other magic waddrs.
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The idea is that for repeated use of the same uniform, we could avoid
loading it on each consumer. The results look pretty good.
total instructions in shared programs: 6413571 -> 6521464 (1.68%)
total threads in shared programs: 154214 -> 154000 (-0.14%)
total uniforms in shared programs: 2393604 -> 2119629 (-11.45%)
total spills in shared programs: 4960 -> 4984 (0.48%)
total fills in shared programs: 6350 -> 6418 (1.07%)
Once we do scheduling at the NIR level, the register pressure (and thus
also instructions) issues we see here will drop back down.
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I'm not sure why I didn't do this before -- it's clearly much simpler to
add dumping of the extra thing than to have it as another implicit source.
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We were trying to print a NULL entry from the table.
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CS shared variables are handled effectively as SSBO access to a temporary
buffer that will be allocated at CS dispatch time.
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We get a payload for the ivec3 workgroup and an int local invocation
index, and we use the core lowering to turn into the global invocation id
and the local invocation id ivec3s.
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This is only exposed on V3D 4.1+, because we didn't have the TMU write
operations for images on 3.3 (To do GLES 3.1 there, you have to lower it
to SSBO load/stores, which is a problem to solve later).
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So far I assume that all the buffers get written. If they weren't, you'd
probably be using UBOs instead.
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I want to reuse it in the QPU dump.
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I had a bit of it for V3D 3.x, but didn't update it for 4.x.
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We can do one per instruction, and we have to be careful not to overwrite
raddr_b, but this greatly reduces the pressure on uniform loads
(particularly around ldvpm/stvpm instructions).
total instructions in shared programs: 90768 -> 88220 (-2.81%)
instructions in affected programs: 82711 -> 80163 (-3.08%)
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Just like TLB without a config uniform, we don't have a register index.
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As you're debugging register allocation, you may have changed the
intervals and not recomputed yet. Just skip the dump in that case.
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The LDVARY signal now writes an arbitrary register, so I took out the
magic src register file and replaced it with an instruction with LDVARY
set so we have somewhere to hang a QFILE_TEMP destination for register
allocation.
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The WRTMUC replaces the implicit uniform loads in the first two texture
instructions. LDVPM disappears in favor of an ALU op. LDVARY, LDTMU,
LDTLB, and LDUNIF*RF now write to arbitrary registers, which required
passing the devinfo through to a few more functions.
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This is a pretty straightforward fork of VC4's NIR compiler to VC5. The
condition codes, registers, and I/O have all changed, making the backend
hard to share, though their heritage is still recognizable.
v2: Move to src/broadcom/compiler to match intel's layout, rename more
"vc5" to "v3d", rename QIR to VIR ("V3D IR") to avoid symbol conflicts
with vc4, use new v3d_debug header, add compiler init/free functions,
do texture swizzling in NIR to allow optimization.
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