| Commit message (Collapse) | Author | Age | Files | Lines |
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This saves a bunch of hassle in handling derefs in the backend, and would
be needed for reasonable handling of dynamic indexing of image arrays.
Reviewed-by: Kenneth Graunke <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3728>
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Include util/bitscan.h to ensure ffs is available when there is no
glibc like in Android.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1983
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/2554>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/2554>
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This means you can directly use format utils on it without having to have
your own GL enum to number-of-components switch statement (or whatever) in
your vulkan backend.
Thanks to imirkin for fixing up the nouveau driver (and a couple of core
details).
This fixes the computed qualifiers for EXT_shader_image_load_store's
non-integer sizeNxM qualifiers, which we don't have tests for.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> (v3d)
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3355>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3355>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3475>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3475>
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This is more correct for a pass which is supposed to completely lower
away atomic counters. It also lets us stop supporting atomic counter
barriers in most of the drivers.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
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This is a more explicit name now that we don't want it to be doing any
memory barrier stuff for us.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
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Right now, it's implemented as a no-op for everyone. For most drivers,
it's a switch case in the NIR -> whatever which just breaks. For ir3,
they already have code to delete tessellation barriers so we just add a
case to also delete memory_barrier_tcs_patch.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
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When geometry shaders write a value to gl_Layer that doesn't correspond to
an existing layer in the target framebuffer the rendering behavior is
undefined according to the spec, however, there are CTS tests that trigger
this scenario on purpose, probably to ensure that nothing terrible happens.
For V3D, this situation is problematic because the binner uses the layer
index to select the offset to write into the tile state data, and we only
allocate tile state for MAX2(num_layers, 1), so we want to make sure we
don't produce values that would lead to out of bounds writes. The simulator
has an assert to catch this, although we haven't observed issues in actual
hardware it is probably best to play safe.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
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If we program an output size of 0 the simulator asserts. This was
not a problem until now because our VS would always have to
emit fixed function outputs, however, now that it can be paired
with a GS we can end up with a VS shader that no longer emits
any outputs.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Geometry shaders can output many vertices and thus have higher VPM memory
pressure as a result. It is possible that too wide geometry shader dispatches
exceed the maximum available VPM output allocated, in which case we need
to reduce the dispatch width until we can fit the VPM memory requirements.
Supported dispatch widths for geometry shaders are 16, 8, 4, 1.
There is a limit in the number of VPM output sectors that can be used by a
geometry shader that we can meet by lowering the dispatch width at compile
time, however, at draw time we need to revisit this number and, together with
other elements that can contribute to total VPM memory requirements, decide
on a configuration that can fit the program into the available VPM memory.
Ideally, we also want to aim for not using more than half of the available
memory so we that we can run a pair of bin and render programs in parallel.
v2: fixed language in comment and typo in commit log. (Alejandro)
Reviewed-by: Alejandro Piñeiro <[email protected]>
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According to the documentation, the 1-way dispatch width is only supported
with geometry shaders.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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v2:
- Remove unused field uses_iid from v3d_gs_prog_data (Alejandro)
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Every code address starts at bit 3 (addresses must be 64-bit aligned),
with the first 3 bits used to specify threading and NaN propagation
parameters for the shader program.
We generally skip "reserved" bits, however, doing this when the
reserved field is the last in a struct and it is large enough can
make us compute incorrect (smaller) struct sizes which can
lead to corrupt CLs. In particular, the "Tess/Geom Common Params"
struct has a reserved field at the end that is 8-bit, so if we
don't include this we compute a packet size that is 1 byte smaller
than it shold, making the next packet we emit start 1 byte
earlier and therefore leading to incorrect CL data from that point
forward.
The name of one of the fields was not correct.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Most of the relevant work happens in the v3d_nir_lower_io. Since
geometry shaders can write any number of output vertices, this pass
injects a few variables into the shader code to keep track of things
like the number of vertices emitted or the offsets into the VPM
of the current vertex output, etc. This is also where we handle
EmitVertex() and EmitPrimitive() intrinsics.
The geometry shader VPM output layout has a specific structure
with a 32-bit general header, then another 32-bit header slot for
each output vertex, and finally the actual vertex data.
When vertex shaders are paired with geometry shaders we also need
to consider the following:
- Only geometry shaders emit fixed function outputs.
- The coordinate shader used for the vertex stage during binning must
not drop varyings other than those used by transform feedback, since
these may be read by the binning GS.
v2:
- Use MAX3 instead of a chain of MAX2 (Alejandro).
- Make all loop variables unsigned in ntq_setup_gs_inputs (Alejandro)
- Update comment in IO owering so it includes the GS stage (Alejandro)
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
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While lowering vpm outputs we look for the NIR variables matching
particular store output instructions and we expect to find a match,
so assert on that.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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We will need to use LDVPMG_IN specifically to read VPM inputs
in geometry shaders.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Fixes: 1ae8018a6af81eec4832a57d9d0346aa3dd98d28
("meson: Add support for the vc4 driver.")
Reviewed-by: Eric Anholt <[email protected]>
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Fixes: 1ae8018a6af81eec4832a57d9d0346aa3dd98d28
("meson: Add support for the vc4 driver.")
Reviewed-by: Eric Anholt <[email protected]>
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This is similar to a scheduler I've written for vc4 and i965, but this
time written at the NIR level so that hopefully it's reusable. A notable
new feature it has is Goodman/Hsu's heuristic of "once we've started
processing the uses of a value, prioritize processing the rest of their
uses", which should help avoid the heuristic otherwise making such
systematically bad choices around getting texture results consumed.
Results for v3d:
total instructions in shared programs: 6497588 -> 6518242 (0.32%)
total threads in shared programs: 154000 -> 152828 (-0.76%)
total uniforms in shared programs: 2119629 -> 2068681 (-2.40%)
total spills in shared programs: 4984 -> 472 (-90.53%)
total fills in shared programs: 6418 -> 1546 (-75.91%)
Acked-by: Alyssa Rosenzweig <[email protected]> (v1)
Reviewed-by: Alejandro Piñeiro <[email protected]> (v2)
v2: Use the DAG datastructure, fold in the scheduling-for-parallelism
patch, include SSA defs in live values so we can switch to bottom-up
if we want.
v3: Squash in improvements from Alejandro Piñeiro for getting V3D to
successfully register allocate on GLES3.1 dEQP. Make sure that
discards don't move after store_output. Comment spelling fix.
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Specifically when we are in non-uniform control flow, as we would need
to set the condition for the last instruction. If (for example) a
image atomic load stores directly their value on a NIR register,
last_inst would be a nop, and would fail when set the condition.
Fixes piglit test:
spec/glsl-es-3.10/execution/cs-ssbo-atomic-if-else-2.shader_test
Fixes: 6281f26f064ada ("v3d: Add support for shader_image_load_store.")
v2: (Changes suggested by Eric Anholt)
* Cover all sig.ld* signals, not just ldunif and ldtmu, as all of
them have the same restriction.
* Update comment explaining why we add a MOV in that case
* Tweak commit message.
v3:
* Drop extra set of parens (Eric)
* Add missing ld signal to is_ld_signal to fix shader-db regression.
Reviewed-by: Eric Anholt <[email protected]>
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Fixes dEQP test:
dEQP-GLES31.functional.synchronization.inter_call.with_memory_barrier.image_atomic_multiple_interleaved_write_read
Fixes piglit test:
spec/glsl-es-3.10/execution/cs-image-atomic-if-else.shader_test
Fixes: 6281f26f064ada ("v3d: Add support for shader_image_load_store.")
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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To make PIPE_FORMATs usable from non-gallium parts of Mesa, I want to
move their helpers out of gallium. Since u_format used
util_copy_rect(), I moved that in there, too.
I've put it in a separate directory in util/ because it's a big chunk
of related code, and it's not clear to me whether we might want it as
a separate library from libmesa_util at some point.
Closes: #1905
Acked-by: Marek Olšák <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Until now this made sense because we always paired vertex shaders
with fragment shaders, but as soon as we implement geometry and
tessellation shaders that will no longer be the case, so rename
this to (num_)used_outputs.
v2: Use 'used_outputs' instead of ns_outputs, which is more explicit (Eric).
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This makes it clear that it's a boolean test and not an action
(eg. "empty the list").
Reviewed-by: Eric Engestrom <[email protected]>
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Fixes: 8d43e2b2ded0fe3c82d4 ("meson: add -Werror=empty-body to disallow `if(x);`")
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This reverts commit 9d0523b569bb7208c6e74cafc0f3945415d94336.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Jose Maria Casanova <[email protected]>
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v2: make variable names snake_case
v2: minor cleanups in emit_udiv()
v2: fix Panfrost build failure
v3: use an enum instead of a boolean flag in nir_lower_idiv()'s signature
v4: remove nir_op_urcp
v5: drop nv50 path
v5: rebase
v6: add back nv50 path
v6: add comment for nir_lower_idiv_path enum
v7: rename _nv50/_llvm to _fast/_precise
v8: fix etnaviv build failure
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
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Suggested-by: Eric Anholt <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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That we set for any TMU write on spills and general tmu. It is then
used as part of v3d_emit_gl_shader_state later.
v2: add a new flag instead at v3d_compiler instead of dirty the flag
at v3dx if there is any spill (change suggested by Eric, added by
Alejandro)
v3: set this for anything that is not a load and do it also in
v3d40_vir_emit_image_load_store (Eric)
Reviewed-by: Eric Anholt <[email protected]>
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This triggers lowering in the state-tracker, which makes things a bit
simpler.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This allows us to make sure clipdist is emitted as a scalar array rather
than two vec4s. This matches SPIR-V semantics, and will be useful for
Zink.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This will replace PIPE_SHADER_CAP_SCALAR_ISA.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This worked better than my original v3d-local pass for just subs, and is a
huge win over not producing subs.
total instructions in shared programs: 6408469 -> 6167932 (-3.75%)
total threads in shared programs: 153784 -> 154104 (0.21%)
total uniforms in shared programs: 2157078 -> 1905823 (-11.65%)
total max-temps in shared programs: 904546 -> 895796 (-0.97%)
total spills in shared programs: 4959 -> 4993 (0.69%)
total fills in shared programs: 6558 -> 6670 (1.71%)
total sfu-stalls in shared programs: 25845 -> 25175 (-2.59%)
total inst-and-stalls in shared programs: 6434314 -> 6193107 (-3.75%)
Reviewed-by: Daniel Schürmann <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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'α' has never appeared in any genxml files, so there's no need to
replace it with the word "alpha".
Reviewed-by: Eric Anholt <[email protected]>
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Set of opcodes doesn't have enough flexibility in certain cases. E.g.
Utgard PP has vector conditional select operation, but condition is always
scalar. Lowering all the vector selects to scalar increases instruction
number, so we need a way to filter only those ops that can't be handled
in hardware.
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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Shaders must not attempt to write to the register files in the last
three instructions, but that doesn't include the magic registers:
nop ; nop ; thrsw; ldtmu.- *** ERROR ***
nop ; nop
nop ; nop
v2: Simplify validation rules. (Eric Anholt)
v3: Adjust validation even more. (Eric Anholt)
Reviewed-by: Eric Anholt <[email protected]>
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Otherwise it's impossible to know the maximum SSBO index for both
internal TGSI shaders from TTN (which don't have any notion of atomic
counters and no offset) as well as shaders from GLSL.
I fixed everything I could find while grepping for num_ssbos and
num_abos, which hopefully is everything (iris was the only user I could
find that uses it in a meaningful way).
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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This better matches all the other atomic intrinsics such as those for
SSBOs and shared variables where the sign is part of the intrinsic
opcode. Both generators (GLSL and SPIR-V) know the sign from the type
of the image variable or handle. In SPIR-V, signed min/max are separate
opcodes from unsigned.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The OpenGL ES spec requires that the value of gl_PointSize is clamped
to an implementation-dependent range matching what is advertised by
GL_ALIASED_POINT_SIZE_RANGE. For V3D this is [1.0, 512.0], but the
hardware won't clamp to the minimum side of the range and won't render
points with a size strictly smaller than 1.0 either, so we need to
clamp manually. For points larger than the maximum size of the range
the hardware clamps automatically.
Fixes piglit test:
spec/!opengl 2.0/vs-point_size-zero
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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v2:
- Fix incremental update of the const offset when we need to emit a sequence
with more than one write because of the writemask.
- Do not move the tmu write emission to a separate helper.
v3:
- Get the store writemask before the loop, use ffs to get the first component
to write and clear writemask bits as we process the components (Eric).
- Simplified the code that figured out the number of components for the TMU
config based on the number of tmu writes for stores and atomics.
v4:
- Code clean-ups (Eric).
Fixes:
KHR-GLES31.core.shader_image_load_store.advanced-cast-cs
KHR-GLES31.core.shader_image_load_store.advanced-cast-fs
KHR-GLES31.core.shader_storage_buffer_object.advanced-switchBuffers-cs
KHR-GLES31.core.shader_storage_buffer_object.advanced-switchPrograms-cs
KHR-GLES31.core.shader_storage_buffer_object.basic-operations-case1-cs
Reviewed-by: Eric Anholt <[email protected]>
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When we implement write masks on store operations we might need to
emit multiple write sequences for a given store intrinsic. To make
that easier, let's split the emission of the tmud instructions to
their own block after we are done with the code that only needs to
run once no matter how many write sequences we need to emit.
Reviewed-by: Eric Anholt <[email protected]>
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v2: add to series
v3: update Makefile.sources
v4: don't remove a comment and break statement
v4: use nir_can_move_instr
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We can use the PRIMITIVE_COUNTS_FEEDBACK packet to write various primitive
counts to a buffer, including the number of primives written to transform
feedback buffers, which will handle buffer overflow correctly.
There are a couple of caveats with this:
Primitive counters are reset when we emit a 'Tile Binning Mode Configuration'
packet, which can happen in the middle of a primitives query, so we need to
read the buffer when we submit a job and accumulate the counts in the context
so we don't lose them.
We also need to do the same when we switch primitive type during transform
feedback so we can compute the correct number of recorded vertices from
the number of primitives. This is necessary so we can provide an accurate
vertex count for draw from transform feedback.
v2:
- When computing the number of vertices for a primitive, pass in the base
primitive, since that is what the hardware will count.
- No need to update primitive counts when switching primitive types if
the base primitives are the same.
- Log perf warning when mapping the primitive counts BO for readback (Eric).
- Only emit the primitive counts packet once at job end (Eric).
- Use u_upload mechanism for the primitive counts buffer (Eric).
- Use the XML to generate indices into the primitive counters buffer (Eric).
Fixes piglit tests:
spec/ext_transform_feedback/overflow-edge-cases
spec/ext_transform_feedback/query-primitives_written-bufferrange
spec/ext_transform_feedback/query-primitives_written-bufferrange-discard
spec/ext_transform_feedback/change-size base-shrink
spec/ext_transform_feedback/change-size base-grow
spec/ext_transform_feedback/change-size offset-shrink
spec/ext_transform_feedback/change-size offset-grow
spec/ext_transform_feedback/change-size range-shrink
spec/ext_transform_feedback/change-size range-grow
spec/ext_transform_feedback/intervening-read prims-written
Reviewed-by: Eric Anholt <[email protected]>
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