| Commit message (Collapse) | Author | Age | Files | Lines |
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The optimizations are only valid for 32-bit integers. They were
mistakenly firing for 64-bit integers as well.
Cc: [email protected]
Reviewed-by: Matt Turner <[email protected]>
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This is a further lowering of default-block uniform loads that transforms
load_uniform intrinsics into load_ubo intrinsics. This simplifies the rest
of the backend.
v2: transform from load_uniform instead of straight from variables
Reviewed-by: Eric Anholt <[email protected]>
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This pass is a replacement for the nir_lower_samplers pass, which has the
advantage of keeping sampler references as derefs. This allows a unified
treatment of texture instructions and image intrinsics in the backend.
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Some drivers prefer to treat gl_FragCoord as a system value rather than
a fragment shader input, see Const.GLSLFragCoordIsSysVal.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Allows modifying a texture instruction's texture and sampler derefs.
Reviewed-by: Jason Ekstrand <[email protected]>
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Two of the ARB_shader_ballot piglit tests hit the find_lsb case,
removing some of the noise allowed me to better debug the test when it
was failing.
Reviewed-by: Connor Abbott <[email protected]>
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Some hardware, like i965, doesn't support group sizes greater than 32.
In that case, we can reduce the destination size of the ballot
intrinsic, which will simplify our code generation.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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i965 will want these to be scalar operations.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We already had a channel_num system value, which I'm renaming to
subgroup_invocation to match the rest of the new system values.
Note that while ballotARB(true) will return zeros in the high 32-bits on
systems where gl_SubGroupSizeARB <= 32, the gl_SubGroup??MaskARB
variables do not consider whether channels are enabled. See issue (1) of
ARB_shader_ballot.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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... trivially (as allowed by the spec!) by reusing the existing
nir_opt_intrinsics code.
Reviewed-by: Kenneth Graunke <[email protected]>
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Specifically, constant fold intrinsics from ARB_shader_group_vote, but I
suspect it'll be useful for other things in the future.
Reviewed-by: Kenneth Graunke <[email protected]>
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These are intrinsics rather than opcodes, because they operate across
channels.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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If the source is an indirect register, there is ralloc'd data. Copying
with a direct assignment will copy the pointer, but the data will still
belong to the old instruction's memory context. Since we're lowering
and throwing away instructions, that could free the data by mistake.
Instead, use nir_src_copy, which properly handles this.
This is admittedly not a common case, so I think the bug is real,
but unlikely to be hit.
Cc: [email protected]
Reviewed-by: Matt Turner <[email protected]>
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Previously we only incremented the guide for a single
dimension/wildcard.
V2: rework logic to avoid code duplication
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: [email protected]
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This can happen if, for instance, you have an array of structs and there
are both direct and wildcard references to the same struct and some
members only have direct or only have indirect.
Reviewed-by: Timothy Arceri <[email protected]>
Cc: [email protected]
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The compact flag doesn't make sense on local variables, since the
packing on them is up to the driver. This fixes nir_validate assertions
in some cases, particularly when lower_io_to_temporaries is used on
per-vertex inputs/outputs.
Reviewed-by: Jason Ekstrand <[email protected]>
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While normally we give variables whose name field is NULL a temporary
name when called from nir_print_shader(), when we were calling from
nir_print_instr() we never bothered, meaning that we just segfaulted
when trying to print out instructions with such a variable. Since
nir_print_instr() is meant to be called while debugging, we don't need
to bother too much about giving a consistent name, but we don't want to
crash in the middle of debugging.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Fixes a bunch of gl_BackColor interpolation tests that had explicit
interpolation specified on the fragment shader gl_Color.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
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Similar with support for YUYV but with byte order difference in sampler
Reviewed-by: Kristian H. Kristensen <[email protected]>
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According to GLSL.std.450 spec, the operand for step() function must be
a floating-point. It does not restrict the value to 32-bit floats.
Reviewed by: Elie Tournier <[email protected]>
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This will allow to constify other things.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Simple search for a backslash followed by two newlines.
If one of the newlines were to be removed, this would cause issues, so
let's just remove these trailing backslashes.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Maybe there is a better way to do this. But by the time we get to
assigning uniform locs, we want the atomic_uint's to all be gone,
otherwise we assert in st_glsl_attrib_type_size().
Signed-off-by: Rob Clark <[email protected]>
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Fixes some piglits like arb_shader_atomic_counters-active-counters
Signed-off-by: Rob Clark <[email protected]>
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Commit e1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c92100d77c660f9783504c6d80fa1d58, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes: 53aa109b ("nir: add pass to lower atomic counters to SSBO")
Signed-off-by: Rob Clark <[email protected]>
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Copy nir_print.c's snprintf definition for now, to unbreak Windows
builds.
We can and should cleanup all snprintf definitions in a follow up
change, but I rather not leave Windows build broken any further.
Trivial.
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This is equivalent to what mesa/st does in glsl_to_tgsi. For most hw
there isn't a particularly good reason to treat these differently.
Signed-off-by: Rob Clark <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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The matrix used for YCbCr to RGB is listed in:
https://en.wikipedia.org/wiki/YCbCr
There was an error in converting the offsets from integers to unorm
values: 0.0625=16/256 should be 16.0/255,and 0.5=128.0/256 should be
128.0/255. With this fix, the CSC result is bit aligned with wikipedia's
conversion result and FFMPeg's result.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100854
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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NIR now validates that SSA references use the same number of channels as
are in the SSA value.
v2: Reword commit message, since the commit didn't land before the
validation change did.
Fixes: 370d68babcbb ("nir/validate: Validate that bit sizes and components always match")
Reviewed-by: Jason Ekstrand <[email protected]> (v1)
Cc: <[email protected]>
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This shuffles constants down in the reverse of what the previous
patch does and applies some simpilifications that may be made
possible from doing so.
Shader-db results BDW:
total instructions in shared programs: 12980814 -> 12977822 (-0.02%)
instructions in affected programs: 281889 -> 278897 (-1.06%)
helped: 1231
HURT: 128
total cycles in shared programs: 246562852 -> 246567288 (0.00%)
cycles in affected programs: 11271524 -> 11275960 (0.04%)
helped: 1630
HURT: 1378
V2: mark float opts as inexact
Reviewed-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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V2: mark float opts as inexact
If one of the inputs to an mul/add is the result of another
mul/add there is a chance that we can reuse the result of that
mul/add in other calls if we do the multiplication in the right
order.
Also by attempting to move all constants to the top we increase
the chance of constant folding.
For example it is a fairly common pattern for shaders to do something
similar to this:
const float a = 0.5;
in vec4 b;
in float c;
...
b.x = b.x * c;
b.y = b.y * c;
...
b.x = b.x * a + a;
b.y = b.y * a + a;
So by simply detecting that constant a is part of the multiplication
in ffma and switching it with previous fmul that updates b we end up
with:
...
c = a * c;
...
b.x = b.x * c + a;
b.y = b.y * c + a;
Shader-db results BDW:
total instructions in shared programs: 13011050 -> 12967888 (-0.33%)
instructions in affected programs: 4118366 -> 4075204 (-1.05%)
helped: 17739
HURT: 1343
total cycles in shared programs: 246717952 -> 246410716 (-0.12%)
cycles in affected programs: 166870802 -> 166563566 (-0.18%)
helped: 18493
HURT: 7965
total spills in shared programs: 14937 -> 14560 (-2.52%)
spills in affected programs: 9331 -> 8954 (-4.04%)
helped: 284
HURT: 33
total fills in shared programs: 20211 -> 19671 (-2.67%)
fills in affected programs: 12586 -> 12046 (-4.29%)
helped: 286
HURT: 33
LOST: 39
GAINED: 33
Some of the hurt will go away when we shuffle things back down to the
bottom in the following patch. It's also noteworthy that almost all of the
spill changes are in Deus Ex both hurt and helped.
Reviewed-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Didn't turn out as useful as I'd hoped, but it will help alot more on
i965 by reducing regressions when we drop brw_do_channel_expressions()
and brw_do_vector_splitting().
I'm not sure how much sense 'is_not_used_by_conditional' makes on
platforms other than i965 but since this is a new opt it at least
won't do any harm.
shader-db BDW:
total instructions in shared programs: 13029581 -> 13029415 (-0.00%)
instructions in affected programs: 15268 -> 15102 (-1.09%)
helped: 86
HURT: 0
total cycles in shared programs: 247038346 -> 247036198 (-0.00%)
cycles in affected programs: 692634 -> 690486 (-0.31%)
helped: 183
HURT: 27
Reviewed-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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This fixes the following error when using ARB_shader_clock on i965:
vec1 32 ssa_0 = intrinsic shader_clock () () ()
intrinsic store_var (ssa_0) (clock_retval) (3) /* wrmask=xy */
error: src->ssa->num_components == num_components (nir/nir_validate.c:204)
Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: [email protected]
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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For opcodes such as the nir_op_pack_64_2x32 for which all sources and
destinations have explicit sizes, the bit_size parameter to the evaluate
function is pointless and *should* do nothing. Previously, we were
always switching on the bit_size and asserting if it isn't one of the
sizes in the list. This generates way more code than needed and is a
bit cruel because it doesn't let us have a bit_size of zero on an ALU op
which shouldn't need a bit_size.
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Reviewed-by: Eduardo Lima Mitev <[email protected]>
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According to section 14.6 of the Vulkan specification:
"When sample shading is enabled, the x and y components of FragCoord
reflect the location of the sample corresponding to the shader
invocation."
So add a boolean parameter to the lowering pass to select this behavior
when we need it.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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And from nir_lower_regs_to_ssa_impl() as well.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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