| Commit message (Collapse) | Author | Age | Files | Lines |
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VC4 was running into a major performance regression from enabling control
flow in the glmark2 conditionals test, because of short if statements
containing an ffract.
This pass seems like it was was trying to ensure that we only flattened
IFs that should be entirely a win by guaranteeing that there would be
fewer bcsels than there were MOVs otherwise. However, if the number of
ALU ops is small, we can avoid the overhead of branching (which itself
costs cycles) and still get a win, even if it means moving real
instructions out of the THEN/ELSE blocks.
For now, just turn on aggressive flattening on vc4. i965 will need some
tuning to avoid regressions. It does looks like this may be useful to
replace freedreno code.
Improves glmark2 -b conditionals:fragment-steps=5:vertex-steps=0 from 47
fps to 95 fps on vc4.
vc4 shader-db:
total instructions in shared programs: 101282 -> 99543 (-1.72%)
instructions in affected programs: 17365 -> 15626 (-10.01%)
total uniforms in shared programs: 31295 -> 31172 (-0.39%)
uniforms in affected programs: 3580 -> 3457 (-3.44%)
total estimated cycles in shared programs: 225182 -> 223746 (-0.64%)
estimated cycles in affected programs: 26085 -> 24649 (-5.51%)
v2: Update shader-db output.
Reviewed-by: Ian Romanick <[email protected]> (v1)
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SPIR-V/Vulkan have a special image type for input attachments
called the subpass type. It has different characteristics than
other images types.
The main one being it can only be an input image to fragment
shaders and loads from it are relative to the frag coord.
This adds support for it to the GLSL types. Unfortunately
we've run out of space in the sampler dim in types, so we
need to use another bit.
v2: Fixup subpass input name (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I want to re-use this in a different pass, so move to nir.h
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Unlike the current CSE pass, global value numbering is capable of detecting
common values even if one does not dominate the other. For instance, in
you have
if (...) {
ssa_1 = ssa_0 + 7;
/* use ssa_1 */
} else {
ssa_2 = ssa_0 + 7;
/* use ssa_2 */
}
Global value numbering doesn't care about dominance relationships so it
figures out that ssa_1 and ssa_2 are the same and converts this to
if (...) {
ssa_1 = ssa_0 + 7;
/* use ssa_1 */
} else {
/* use ssa_1 */
}
Obviously, we just broke SSA form which is bad. Global code motion,
however, will repair this for us by turning this into
ssa_1 = ssa_0 + 7;
if (...) {
/* use ssa_1 */
} else {
/* use ssa_1 */
}
This intended to eventually mostly replace CSE. However, conventional CSE
may still be useful because it's less of a scorched-earth approach and
doesn't require GCM. This makes it a bit more appropriate for use as a
clean-up in a late optimization run.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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I accidentally added these with 0dc4cab. Oops!
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And re-implement nir_after_cf_node_and_phis() using it.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Jason suggested adding an assert(function->impl) here. All callers
of this function actually want ->impl, so I decided just to change
the API.
We also change the nir_lower_io_to_temporaries API here. All but one
caller passed nir_shader_get_entrypoint(), and with the previous commit,
it now uses a nir_function_impl internally. Folding this change in
avoids the need to change it and change it back.
v2: Fix one call I missed in ir3_compiler (caught by Eric).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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The NIR representation of framebuffer fetch is the same as the GLSL
IR's until interface variables are lowered away, at which point it
will be translated to load output intrinsics. The GLSL-to-NIR pass
just needs to copy the bits over to the NIR program.
Reviewed-by: Kenneth Graunke <[email protected]>
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vc4 wants to have per-scalar IO load/stores so that dead code elimination
can happen on a more granular basis, which it has been doing in the
backend using a multiplication by 4 of the intrinsic's driver_location.
We can represent it properly in the NIR using the first_component field,
though.
Reviewed-by: Kenneth Graunke <[email protected]>
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I wanted to include this from nir_builder as well, so it also needed the
undefs.
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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I do appreciate the cleverness, but unfortunately it prevents a lot more
cleverness in the form of additional compiler optimizations brought on
by -fstrict-aliasing.
No difference in OglBatch7 (n=20).
Co-authored-by: Davin McCall <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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On i965, we can't support coordinate offsets for texelFetch or rectangle
textures. Previously, we were doing this with a GLSL pass but we need to
do it in NIR if we want those workarounds for SPIR-V.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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Now nir_lower_io can optionally produce load_interpolated_input
and load_barycentric_* intrinsics for fragment shader inputs.
flat inputs continue using regular load_input.
v2: Use a nir_shader_compiler_options flag rather than ad-hoc boolean
passing (in response to review feedback from Chris Forbes).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Backends can normally handle shader inputs solely by looking at
load_input intrinsics, and ignore the nir_variables in nir->inputs.
One exception is fragment shader inputs. load_input doesn't capture
the necessary interpolation information - flat, smooth, noperspective
mode, and centroid, sample, or pixel for the location. This means
that backends have to interpolate based on the nir_variables, then
associate those with the load_input intrinsics (say, by storing a
map of which variables are at which locations).
With GL_ARB_enhanced_layouts, we're going to have multiple varyings
packed into a single vec4 location. The intrinsics make this easy:
simply load N components from location <loc, component>. However,
working with variables and correlating the two is very awkward; we'd
much rather have intrinsics capture all the necessary information.
Fragment shader input interpolation typically works by producing a
set of barycentric coordinates, then using those to do a linear
interpolation between the values at the triangle's corners.
We represent this by introducing five new load_barycentric_* intrinsics:
- load_barycentric_pixel (ordinary variable)
- load_barycentric_centroid (centroid qualified variable)
- load_barycentric_sample (sample qualified variable)
- load_barycentric_at_sample (ARB_gpu_shader5's interpolateAtSample())
- load_barycentric_at_offset (ARB_gpu_shader5's interpolateAtOffset())
Each of these take the interpolation mode (smooth or noperspective only)
as a const_index, and produce a vec2. The last two also take a sample
or offset source.
We then introduce a new load_interpolated_input intrinsic, which
is like a normal load_input intrinsic, but with an additional
barycentric coordinate source.
The intention is that flat inputs will still use regular load_input
intrinsics. This makes them distinguishable from normal inputs that
need fancy interpolation, while also providing all the necessary data.
This nicely unifies regular inputs and interpolateAt functions.
Qualifiers and variables become irrelevant; there are just
load_barycentric intrinsics that determine the interpolation.
v2: Document the interp_mode const_index value, define a new
BARYCENTRIC() helper rather than using SYSTEM_VALUE() for
some of them (requested by Jason Ekstrand).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Likewise, rename the enum type to glsl_interp_mode.
Beyond the GLSL front-end, talking about "interpolation modes" seems
more natural than "interpolation qualifiers" - in the IR, we're removed
from how exactly the source language specifies how to interpolate an
input. Also, SPIR-V calls these "decorations" rather than "qualifiers".
Generated by:
$ find . -regextype egrep -regex '.*\.(c|cpp|h)' -type f -exec sed -i \
-e 's/INTERP_QUALIFIER_/INTERP_MODE_/g' \
-e 's/glsl_interp_qualifier/glsl_interp_mode/g' {} \;
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This offset is used for packing.
Reviewed-by: Kenneth Graunke <[email protected]>
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Clean up misrepetitions ('if if', 'the the' etc) found throughout the
comments. This has been done manually, after grepping
case-insensitively for duplicate if, is, the, then, do, for, an,
plus a few other typos corrected in fly-by
v2:
* proper commit message and non-joke title;
* replace two 'as is' followed by 'is' to 'as-is'.
v3:
* 'a integer' => 'an integer' and similar (originally spotted by
Jason Ekstrand, I fixed a few other similar ones while at it)
Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This pass is similar to propagate_invariance in the GLSL compiler. The
real "output" of this pass is that any algebraic operations which are
eventually consumed by an invariant variable get marked as "exact".
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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We were using this briefly in the i965 driver to trigger recompiles but we
haven't been using it since we switched to the NIR y-transform lowering
pass.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Some optimizations, like converting integer multiply/divide into left/
right shifts, have additional constraints on the search expression.
Like requiring that a variable is a constant power of two. Support
these cases by allowing a fxn name to be appended to the search var
expression (ie. "a#32(is_power_of_two)").
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Cc: "12.0" <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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There's no good reason for it to be a struct of an anonymous union.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96221
Tested-by: Vinson Lee <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This lowers sampling from YUV textures to 1) one or more texture
instructions to sample each plane and 2) color space conversion to RGB.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This will be used to select the plane to sample from for planar
textures.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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nir_lower_wpos_ytransform() is great for OpenGL, which allows
applications to choose whether their coordinate system's origin is
upper left/lower left, and whether the pixel center should be on
integer/half-integer boundaries.
Vulkan, however, has much simpler requirements: the pixel center
is always half-integer, and the origin is always upper left. No
coordinate transform is needed - we just need to add <0.5, 0.5>.
This means that we can avoid using (and setting up) a uniform.
I thought about adding more options to nir_lower_wpos_ytransform(),
but making a new pass that never even touched uniforms seemed simpler.
v2: Use normal iterator rather than _safe variant (noticed by Matt).
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Rob Clark <[email protected]>
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Caller can pass a hashtable mapping NIR object (currently instr or var,
but I guess others could be added as needed) to annotation msg to print
inline with the shader dump. As the annotation msg is printed, it is
removed from the hashtable to give the caller a way to know about any
unassociated msgs.
This is used in the next patch, for nir_validate to try to associate
error msgs to nir_print dump.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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This bitmap tracks which input attributes are double-precision.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[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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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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Intel hardware does a form of multisample compression that involves an
auxilary surface called the MCS. When an MCS is in use, you have to first
sample from the MCS with a special opcode and then pass the result of that
operation into the next sample instrucion. Normally, we just do this
ourselves in the back-end, but we want to expose that functionality to NIR
so that we can use MCS values directly in NIR-based blorp.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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The i965 driver has its own pass for fusing mul+add combinations that's
much smarter than what nir_opt_algebraic can do so we don't want to get the
nir_opt_algebraic one just because we didn't set lower_ffma.
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Since it will gain support to lower inputs, give it a more generic name.
Signed-off-by: Rob Clark <[email protected]>
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A pass to lower complex (struct/array/mat) inputs/outputs to primitive
types. This allows, for example, linking that removes unused components
of a larger type which is not indirectly accessed.
In the near term, it is needed for gallium (mesa/st) support for NIR,
since only used components of a type are assigned VBO slots, and we
otherwise have no way to represent that to the driver backend. But it
should be useful for doing shader linking in NIR.
v2: use glsl_count_attribute_slots() rather than passing a type_size
fxn pointer
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Handled by tgsi_emulate for glsl->tgsi case.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Split 32-bit and 64-bit fmod lowering as the drivers might need to
lower them separately inside NIR depending on the HW support.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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There are rounding errors with the division in i965 that affect
the mod(x,y) result when x = N * y. Instead of returning '0' it
was returning 'y'.
This lowering pass fixes those cases.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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