| Commit message (Collapse) | Author | Age | Files | Lines |
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Here we remove the single use of this field in gl_linked_shader
which allows us to move the field out of gl_shader_info
While we are at it we rewrite link_xfb_stride_layout_qualifiers()
to be more clear.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Also move out of the shared gl_shader_info.
Reviewed-by: Lionel Landwerlin <[email protected]>
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There is no reason for this to be in the shared gl_shader_info or
to copy it to gl_program at the end of linking (its already there).
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is never used in gl_linked_shader other than as a temp
during linking so just use a temp instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_shader not gl_linked_shader so move it
there.
Reviewed-by: Lionel Landwerlin <[email protected]>
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We also move EarlyFragmentTests out of the gl_shader_info struct
as it is now only used by gl_shader.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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We also move NumProgramResourceList at the same time.
GLES does interface validation on SSO at runtime so we need to move
this to be able to switch to storing gl_program pointers in
CurrentProgram.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This allows us to cleanup the functions that pass this count around,
but more importantly we will be able to call the uniform linking
functions from that backends linker without having to pass this
information to the backend directly via Driver.LinkShader().
Reviewed-by: Kenneth Graunke <[email protected]>
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Currently this just breaks up the linking code a bit but in the
future i965 will call this from the backend via Driver.LinkShader()
so that we can do NIR optimisations before assigning uniform
locations.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Earlier commit imported a SHA1 implementation and relaxed the SHA1 and
disk cache handling, broking the Windows builds.
Restrict things for now until we get to a proper fix.
Fixes: d1efa09d342 "util: import sha1 implementation from OpenBSD"
Signed-off-by: Emil Velikov <[email protected]>
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At the moment we support 5+ different implementations each with varying
amount of bugs - from thread safely problems [1], to outright broken
implementation(s) [2]
In order to accommodate these we have 150+ lines of configure script and
extra two configure toggles. Whist an actual implementation being
~200loc and our current compat wrapping ~250.
Let's not forget that different people use different code paths, thus
effectively makes it harder to test and debug since the default
implementation is automatically detected.
To minimise all these lovely experiences, import the "100% Public
Domain" OpenBSD sha1 implementation. Clearly document any changes needed
to get building correctly, since many/most of those can be upstreamed
making future syncs easier.
As an added bonus this will avoid all the 'fun' experiences trying to
integrate it with the Android and SCons builds.
v2: Manually expand __BEGIN_DECLS/__END_DECLS and document (Tapani).
Furthermore it seems that some games (or surrounding runtime) static
link against OpenSSL resulting in conflicts. For more information see
the discussion thread [3]
Bugzilla [1]: https://bugs.freedesktop.org/show_bug.cgi?id=94904
Bugzilla [2]: https://bugs.freedesktop.org/show_bug.cgi?id=97967
[3] https://lists.freedesktop.org/archives/mesa-dev/2017-January/140748.html
Cc: Mark Janes <[email protected]>
Cc: Vinson Lee <[email protected]>
Cc: Tapani Pälli <[email protected]>
Cc: Jonathan Gray <[email protected]>
Tested-by: Jonathan Gray <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Tapani Pälli <[email protected]> (v1)
Acked-by: Jason Ekstrand <[email protected]> (v1)
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A number of games have large arrays of constants, which we promote to
uniforms. This introduces copies from the uniform array to the original
temporary array. Normally, copy propagation eliminates those copies,
making everything refer to the uniform array directly.
A number of shaders in "Deus Ex: Mankind Divided" recently exposed a
limitation of copy propagation - if we had any intrinsics (i.e. image
access in a compute shader), we weren't able to get rid of these copies.
That meant that any variable indexing remained on the temporary array
rather being moved to the uniform array. i965's scalar backend
currently doesn't support indirect addressing of temporary arrays,
which meant lowering it to if-ladders. This was horrible.
According to Marek, on radeonsi/GCN, "F1 2015" uses 64% less
spilled-temp-array memory.
On i965/Skylake:
total instructions in shared programs: 13362954 -> 13329878 (-0.25%)
instructions in affected programs: 43745 -> 10669 (-75.61%)
helped: 12
HURT: 0
total cycles in shared programs: 248081010 -> 245949178 (-0.86%)
cycles in affected programs: 4597930 -> 2466098 (-46.37%)
helped: 12
HURT: 0
total spills in shared programs: 9493 -> 9507 (0.15%)
spills in affected programs: 25 -> 39 (56.00%)
helped: 0
HURT: 1
total fills in shared programs: 12127 -> 12197 (0.58%)
fills in affected programs: 110 -> 180 (63.64%)
helped: 0
HURT: 1
Helps Deus Ex: Mankind Divided. The one shader with hurt spills/fills
is from Tomb Raider at Ultra settings, but that same shader has a
-39.55% reduction in instructions and -14.09% reduction in cycle counts,
so it seems like a win there as well.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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We were using impl->num_blocks, but that isn't guaranteed to be
up-to-date until after the block_index metadata is required. If we were
unlucky, this could lead to overwriting memory.
Noticed by inspection.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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shader-db results BDW:
total instructions in shared programs: 13060410 -> 13060313 (-0.00%)
instructions in affected programs: 24533 -> 24436 (-0.40%)
helped: 88
HURT: 0
total cycles in shared programs: 256585692 -> 256586698 (0.00%)
cycles in affected programs: 647290 -> 648296 (0.16%)
helped: 35
HURT: 30
Reviewed-by: Matt Turner <[email protected]>
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Reported-by: Matt Turner <[email protected]>
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This fixes a bug in code motion that occurred when the best block is the
same as the schedule early block. In this case, because we're checking
(lca != def->parent_instr->block) at the top of the loop, we never get to
the check for loop depth so we wouldn't move it out of the loop. This
commit reworks the loop to be a simple for loop up the dominator chain and
we place the (lca != def->parent_instr->block) check at the end of the
loop.
Reviewed-by: Matt Turner <[email protected]>
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Once again, SPIR-V is insane... It allows you to place "patch"
decorations on structure members. Presumably, this is so that you can
do something such as
out struct S {
layout(location = 0) patch vec4 thing1;
layout(location = 0) vec4 thing2;
} str;
And have your I/O "nicely" organized. While this is a bit silly, it's
allowed and well-defined so whatever. Where it really gets interesting
is when you have an array of struct. SPIR-V says nothing about not
allowing you to have those qualifiers on the members of a struct that's
inside an array and GLSLang does this. Specifically, if you have
layout(location = 0) out patch struct S {
vec4 thing1;
vec4 thing2;
} str[2];
then GLSLang will place the "patch" decorations on the struct members.
This is ridiculous there is no way that having some of them be patch and
some not would be well-defined given that patch and non-patch outputs
are in effectively different storage classes. This commit moves around
the way we handle the "patch" decoration so that we can detect even the
crazy cases and handle them.
Fixes: dEQP-VK.tessellation.user_defined_io.per_patch_block_array.*
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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We don't want to do anything for the other cases.
Signed-off-by: Kenneth Graunke <[email protected]>
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Otherwise we will end up with an extra instruction to compare the
result of the inot.
On BDW:
total instructions in shared programs: 13060620 -> 13060481 (-0.00%)
instructions in affected programs: 103379 -> 103240 (-0.13%)
helped: 127
HURT: 0
total cycles in shared programs: 256590950 -> 256587408 (-0.00%)
cycles in affected programs: 11324730 -> 11321188 (-0.03%)
helped: 114
HURT: 21
Reviewed-by: Jason Ekstrand <[email protected]>
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We turn these from bcsel into inot/b2f combos in order for other
optimisation passes to get further. Once we have finished turn
the ones that remain and are used in more than a single expression
back into a bcsel.
On BDW:
total instructions in shared programs: 13060965 -> 13060297 (-0.01%)
instructions in affected programs: 835701 -> 835033 (-0.08%)
helped: 670
HURT: 2
total cycles in shared programs: 256599536 -> 256598006 (-0.00%)
cycles in affected programs: 114655488 -> 114653958 (-0.00%)
helped: 419
HURT: 240
LOST: 0
GAINED: 1
The 2 HURT is because inserting bcsel creates the only use of
const 1.0 in two shaders from tri-of-friendship-and-madness.
Reviewed-by: Jason Ekstrand <[email protected]>
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On BDW:
total instructions in shared programs: 13061890 -> 13061877 (-0.00%)
instructions in affected programs: 2441 -> 2428 (-0.53%)
helped: 13
HURT: 0
total cycles in shared programs: 256612254 -> 256611784 (-0.00%)
cycles in affected programs: 16418 -> 15948 (-2.86%)
helped: 10
HURT: 2
V2: don't use ffma directly
Reviewed-by: Jason Ekstrand <[email protected]>
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This tries to move comparisons (a common source of boolean values)
closer to their first use. For GPUs which use condition codes,
this can eliminate a lot of temporary booleans and comparisons
which reload the condition code register based on a boolean.
V2: (Timothy Arceri)
- fix move comparision for phis so we dont end up with:
vec1 32 ssa_227 = phi block_34: ssa_1, block_38: ssa_240
vec1 32 ssa_235 = feq ssa_227, ssa_1
vec1 32 ssa_230 = phi block_34: ssa_221, block_38: ssa_235
- add nir_op_i2b/nir_op_f2b to the list of comparisons.
V3: (Timothy Arceri)
- tidy up suggested by Jason.
- add inot/fnot to move comparison list
V4: (Jason Ekstrand)
- clean up move_comparison_source
- get rid of the tuple
- rework phi handling
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]> [v1]
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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This is more correct and should also be a tiny bit faster since we're
just comparing pointers instead of calling nir_src_equal.
Reviewed-by: Timothy Arceri <[email protected]>
Cc: "13.0" <[email protected]>
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this is to avoid following compilation error on Android:
error: control may reach end of non-void function [-Werror,-Wreturn-type]
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Geometry and Tessellation stages do handle this as a system value instead.
Fixes:
dEQP-VK.geometry.basic.primitive_id
Reviewed-by: Dave Airlie <[email protected]>
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In Vulkan, we always have both the TCS and TES available in the same
pipeline, so we can simply use the TCS OutputVertices execution mode
value as the TES PatchVertices built-in.
For GLSL, we handle this in the linker. But we could use this pass
in the case when both TCS and TES are linked together, if we wanted.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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...when the capability bit is set.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> [v1]
Reviewed-by: Jason Ekstrand <[email protected]>
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Iago suggested tidying this.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We need to:
- handle the extra array level for per-vertex varyings
- handle the patch qualifier correctly
- assign varying locations
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Use info->tess.
v3: Handle more things in either TCS/TES.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]> [v1]
Reviewed-by: Iago Toral Quiroga <[email protected]> [v1]
Reviewed-by: Jason Ekstrand <[email protected]>
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Annoyingly, SPIR-V lets you specify all of these fields in either the
TCS or TES, which means that we need to be able to store all of them
for either shader stage. Putting them in a union won't work.
Combining both is an easy solution, and given that the TCS struct only
had a single field, it's pretty inexpensive.
This patch renames the combined struct to "tess" to indicate that it's
for tessellation in general, not one of the two stages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fix this build error with GCC 4.4.7.
CC nir/nir_opt_copy_prop_vars.lo
nir/nir_opt_copy_prop_vars.c: In function ‘copy_prop_vars_block’:
nir/nir_opt_copy_prop_vars.c:765: error: unknown field ‘deref’ specified in initializer
nir/nir_opt_copy_prop_vars.c:765: warning: missing braces around initializer
nir/nir_opt_copy_prop_vars.c:765: warning: (near initialization for ‘(anonymous).<anonymous>’)
nir/nir_opt_copy_prop_vars.c:765: warning: initialization from incompatible pointer type
Fixes: 62332d139c8f ("nir: Add a local variable-based copy propagation pass")
Signed-off-by: Vinson Lee <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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According to OpenGL Shading Language 4.50 spec, Section 8.7 "Vector
Relational Functions", functions of this type do not operate on scalar
types, so remove scalar types from signature definitions to make the
behavior consistent with glslangValidator and other drivers.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Boyan Ding <[email protected]>
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The foreach loop was called both in the else case and right after. The
indentation seems to indicate that the extra call was from a previous
version with an else section with out curly brackets.
Reviewed-by: Jason Ekstrand <[email protected]>
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vtn_ssa_value() can produce variable loads, and the cursor might
be after a return statement, causing nir_builder assert failures
about not inserting instructions after a jump.
This fixes:
dEQP-VK.spirv_assembly.instruction.graphics.barrier.in_if
dEQP-VK.spirv_assembly.instruction.graphics.barrier.in_switch
Cc: "13.0 12.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason):
- Use nir_spirv_supported_extensions to check if the feature is enabled.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason):
- Fix indent in radv change
- Add vtn_u64_literal() helper to take 64 bits (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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SPIR-V does not have special opcodes for DF conversions. We need to identify
them by checking the bit size of the operand and the result.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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