| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Looks like blob uses following values for uniforms buffer:
0 for 8 bytes
1 for 16 bytes
2 for 24 bytes
2 for 32 bytes
3 for 40 bytes
3 for 48 bytes
3 for 56 bytes
3 for 64 bytes
4 for 72 bytes
It all looks like log2(size / 8) rounded up, so let's do the same.
Fixes: 931fc2a7b3f9("lima: do not set the PP uniforms address lowest bits")
Reviewed-by: Icenowy Zheng <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The PP uniforms address register in render state is not a direct pointer
to the uniforms storage -- instead, it points to an one-item array, and
the array item is the real pointer to the uniforms storage.
This register reuses some of its LSBs as a size field. Currently the
size is set according to the length of the real uniforms storage.
However, as the register itself contains only a pointer to the one-item
array, the size field should be set to the length of the one-item array
and subtract it by 1, which means a fixed value of 0. That means we can
just omit it now.
Test shows this should be the correct approach to set this register.
Signed-off-by: Icenowy Zheng <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
NIR may emit a single instrinsic to load several packed varyings,
but that's suboptimal for Utgard PP for several reasons:
- varyings that are used as sampler inputs can be passed using
pipeline register with increased precision
- we have small number of regs, so using a vec4 regs for storing
two vec2 varyings increases reg pressure.
Add NIR pass to split a single load into several loads and utilize
it in lima.
Reviewed-by: Qiang Yu <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
As Vasily discovered, the bit 7 of the word 1 of the texture descriptor
is set when reloading the framebuffer, to use framebuffer-based offset
rather than normalized one. This bit also works for regular textures to
enable accessing with non-normalized offset.
Add support for rectangle texture by setting this bit for
PIPE_TEXTURE_RECT.
Suggested-by: Vasily Khoruzhick <[email protected]>
Signed-off-by: Icenowy Zheng <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
|
|
|
|
|
|
|
|
| |
Utgard PP supports indirect load of uniforms and varyings, so let's
enable it.
Reviewed-by: Qiang Yu <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Currently we add dependecies in 3 cases:
1) One node consumes value produced by another node
2) Sequency dependencies
3) Write after read dependencies
2) and 3) only affect scheduler decisions since we still can use pipeline
register if we have only 1 dependency of type 1).
Add 3 dependency types and mark dependencies as we add them.
Reviewed-by: Qiang Yu <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
It makes no sense to clone texture coords if it's not varying, moreover
we don't support cloning ALU nodes.
Fixes: 1c1890fa7077 ("lima/ppir: clone uniforms and load_coords into each successor")
Reviewed-by: Andreas Baierl <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
| |
There are 64 physical registers so the shift must be 64 bits.
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
The scheduler doesn't expect them. To do this, I had to refactor the
registration part of gpir_node_create_dest() to be separate from
creating and inserting the node, since the last two now aren't done when
handling moves. This adds more code but creates the possibility of
automatically inserting input dependencies when inserting nodes, similar
to what's done in NIR with the use-def lists (this isn't done yet).
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
We guarantee that a complex1 op is always used by postlog2 directly by
rewriting the postlog2 op to be a move when there would be a move
inserted between them. But we weren't doing this in all circumstances
where there might be a move. Move the logic to place_move() so that it
always happens. Fixes a few log tests that happened to start failing due
to changes in the register allocator leading to a different scheduling
order.
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This commit adds the framework for cross-basic-block register
allocation. Like ARM's compiler, we assume that the value registers
aren't usable across branches, which means we have to use physical
registers to store any value that crosses a basic block. There are three
parts to this:
1. When translating from NIR, we rely on the NIR out-of-ssa pass to
coalesce values into registers. We insert store_reg instructions for
values used in more than one basic block, and load_reg instructions for
values not defined in the same basic block (or defined after their use,
for loops). So by the time we've translated out of NIR we've already
split things into values (which are only used in the same basic block)
and registers (which are only used in different basic blocks than where
they're defined).
2. We allocate the registers at the same time that we allocate the
values, before the final scheduler. Unlike the values, where the
assigned color is fake, we assign the actual physical index & component
to physregs at this stage. load_reg and store_reg are treated as moves
in the allocator and when creating write-after-read dependencies.
3. Finally, in the main scheduler we have to avoid overwriting existing
live physregs when spilling. First, we have to tell the scheduler which
physical registers are live at the end of each block, to avoid
overwriting those. If a register is only live at the beginning, we can
reuse it for spilling after the last original use in the final program
happens, i.e. before any original use is scheduled, but we have to be
careful to add the proper dependencies so that the spill write is
scheduled before the original reads. To handle this we repurpose
reg_link for uses to be used by the scheduler.
A few register-related things copied over from NIR or from other
drivers can be dropped.
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Because branch conditions have to be in the pass slot, there is no
unconditional branch, and realistically the pass slot has to contain a
move when branching (there's nothing it does that would be useful for
operating on booleans, so we can't use it for anything when computing
the branch condition), we put the branch instruction in the pass slot
and at codegen time turn it into a move of the branch condition. This
means that it doesn't have to be special-cased like store instructions
are in the scheduler. Because of this decision we can remove the
half-implemented BRANCH codegen slot. Finally, we (ab)use the existing
schedule_first mechanism to make sure that branches are always last in
the basic block.
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
When picking a node to be scheduled, we try to schedule its children as
well. But we shouldn't try to schedule nodes which only have a fake
dependency on the original node, since this isn't the point of
scheduling children at the same time and can break some expectations of
the rest of the code.
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
| |
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
pipe->clear() is not called for partial clears, which mesa emulates by
drawing a quad.
Furthermore, drivers should not use rasterizer state information for
scissor information (which was being used to handle the partial clears).
So, remove the partial clear support since it was not supposed to be
handled by pipe->clear() anyway.
This fixes issues with clearing after switching to different sized
framebuffers.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Allocating BOs is expensive, so we should avoid doing that by caching
freed BOs.
BO cache is modelled after one in v3d driver and works as follows:
- in lima_bo_create() check if we have matching BO in cache and return
it if there's one, allocate new BO otherwise.
- in lima_bo_unreference() (renamed from lima_bo_free()): put BO in
cache instead of freeing it and remove all stale BOs from cache
Reviewed-by: Qiang Yu <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
os_time_get_absolute_timeout(0) returns current time, while kernel
driver expects 0 as value to poll BO status and return immediately.
Fix it by setting abs_timeout to 0 if timeout_ns is 0
Reviewed-by: Qiang Yu <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
| |
Reviewed-and-Tested-by: Vasily Khoruzhick <[email protected]>
Signed-off-by: Qiang Yu <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Some time weston set full damage region. It is
more effient to use the cached pp stream instead
of dynamically create one.
Reviewed-and-Tested-by: Vasily Khoruzhick <[email protected]>
Signed-off-by: Qiang Yu <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This extension set a damage region for each
buffer swap which can be used to reduce buffer
reload cost by only feed damage region's tile
buffer address for PP.
Reviewed-and-Tested-by: Vasily Khoruzhick <[email protected]>
Signed-off-by: Qiang Yu <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The PLBU expects the viewport's 4 borders' coordinates, however
currently we're feeding the coordinate of the left-bottom point and the
size to it, which leads to misrendering when the left-bottom point is
not (0,0).
Change the macros for the viewport PLBU command, and the data feed to
it. The code to calculate the 4 borders is ported from Panfrost.
Signed-off-by: Icenowy Zheng <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
The PLBU seems to preserve scissor state between draws, and since lima doesn't
emit PLBU_CMD_SCISSORS() if scissor test is disabled, it uses state from previous draw.
Fix it by emitting PLBU_CMD_SCISSORS() for full fb if scissor test is disabled.
Signed-off-by: Icenowy Zheng <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
|
|
|
|
|
|
|
|
|
| |
It's useful for analyzing shader binaries produced by ARM mali offline
compiler which outputs files in MBS format. MBS is mali binary shader,
currently parser just extracts shader binary and ignores everything else.
Reviewed-and-tested-by: Connor Abbott<[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Add a ppir dummy node for nir_ssa_undef_instr, create a reg for it and mark
it as undefined, so that regalloc can set it non-interfering to avoid
register pressure.
Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Vasily Khozuzhick <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
|
|
|
|
|
|
|
|
| |
This is unsupported by meson and may become a hard error in the future.
Fixes: 5adfc8602c639827af0ba9a1059bd165a3ae49e7
("lima/ppir: move sin/cos input scaling into NIR")
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
| |
Looks like .out_sync wasn't set in lima_submit_start(), as result
submit completion fence was never signalled.
Reviewed-by: Qiang Yu <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
These are supposed to be lowered into sge/slt/seq/sne equivalents.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Reviewed-by: Andreas Baierl <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
int_to_float emits ftrunc and ftrunc lowering generates bool ops.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Reviewed-by: Andreas Baierl <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes following warning:
../src/gallium/drivers/lima/ir/gp/disasm.c: In function ‘print_src’:
../src/gallium/drivers/lima/ir/gp/disasm.c:241:20: warning: array subscript 28 is above array bounds of ‘char[5]’ [-Warray-bounds]
241 | "xyzw"[src - gpir_codegen_src_attrib_x]);
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Reviewed-by: Andreas Baierl <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
GP doesn't support fceil so we need to lower it.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Erico Nunes <[email protected]>
Reviewed-by: Andreas Baierl <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
The entire point of schedule_first is that the node has to be scheduled
as soon as possible without any moves because it doesn't produce a
proper floating-point value, or its value changes depending on where you
read it. We were still introducing a move for preexp2 in some cases
though, even if it got scheduled as soon as possible, which broke some
exp() tests. Fix that.
Reviewed-by: Vasily Khoruzhick <[email protected]>
Tested-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The whole point of schedule_first nodes is that they need to be
scheduled as soon as possible, so if a schedule_first node is the
successor in a fake dependency that prevents it from being scheduled
after its parent, that can cause problems. We need to add these fake
dependencies to the parent as well, and we need to guarantee that the
pre-RA scheduler puts schedule_first nodes right before their parents in
order to prevent this from adding cycles to the dependency graph.
Reviewed-by: Vasily Khoruzhick <[email protected]>
Tested-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
The idea was to make sure schedule_first nodes were always first in the
ready list. I made sure they were inserted first, but not that other
nodes wouldn't later be scheduled ahead of them. Fixes
[email protected]@execution@built-in-functions@vs-exp-float and probably
others.
Reviewed-by: Vasily Khoruzhick <[email protected]>
Tested-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The point of the function is to avoid creating a complex move which is
used by certain slots in the next instruction, but unscheduled
successors will never be in the next instruction. Found while debugging
a crash that the previous commit fixed.
Reviewed-by: Vasily Khoruzhick <[email protected]>
Tested-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The scheduler assumes that load nodes are always duplicated so that they
can always be scheduled eventually and therefore they never need to be
spilled. But some lowerings were running after the pre-RA scheduler,
whereas duplication has to happen before then since it's needed for the
scheduler to do a better job reducing register pressure. This meant
that lowerings were introducing multiple uses of a load instruction,
which broke the scheduler's expectation and resulted in infinite loops
in situations where the only nodes available to spill were load nodes.
Spilling load nodes would be silly, so we want to fix the lowerings
rather than the scheduler. Just do all lowerings before the pre-RA
scheduler, which also helps with reducing pressure since the scheduler
can more accurately compute the pressure.
Fixes lima/mesa#104.
Reviewed-by: Vasily Khoruzhick <[email protected]>
Tested-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Utgard PP is vec4 architecture, so lowering phis to scalars
increases instruction count and potentially interferes with
spilling.
Tested-by: Andreas Baierl <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Utgard PP has vector fcsel operation, but its condition is scalar. Add
filtering callback that checks whether {b,f}csel condition is not scalar
to lower {b,f}csel to scalar only in this case.
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Now that spilling ops can be inserted into existing instructions, it
makes sense to increase cost to spill registers that would cause the
creation of a new instruction.
Experimental results showed that penalizing too much due to this caused
worse results, however it is beneficial as a tie resolver between
registers with the same number of components.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Avoid creating unnecessary instructions for the load/store temp nodes
when not required, to further reduce register pressure.
The store_temp operation seems to be unable to do any spilling.
At least the offline shader seems to never output instructions accessing
swizzled components, and attempting to output that in ppir results in
errors. So, force spilled registers to allocate a full vec4 register.
This seems to be the optimal way as it is possible to always keep stores
and temps in a single instruction that can be pipelined.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
One ssa created in the spillinc code in ppir_update_spilled_src was not
properly being marked 'spilled', which made it a candidate for future
spilling attempts.
Since it was being inserted by the spilling code itself, let's mark it
unspillable to avoid an infinite spilling loop.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Based on the vc4 implementation.
Fixes Android RenderEngine::flush() routine:
android.googlesource.com/platform/frameworks/native/+/refs/tags/android-o-mr1-iot-release-smart-clock-fcs/services/surfaceflinger/RenderEngine/RenderEngine.cpp#225
Signed-off-by: Roman Stratiienko <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Try more aggressive approach with cloning uniform and coord loads.
Uniform load can be inserted into any instruction, so let's do that. ARM site
claim that penalty for cache miss is one clock, so we don't lose anything if
we merge it into instruction that uses the result. As side effect we can also
pipeline it and thus decrease reg pressure.
Do the same for varyings that hold texture coords, but for different reason:
looks like there's a special path for coords that increases precision if
varying that holds it is pipelined. If we don't pipeline it and load coords
from a register its precision is fp16 and thus only 10 bits which is not enough
to accurately sample textures of size 1024 or larger.
Since instruction can hold only one uniform load and one varying load,
node_to_instr now creates a move using helper introduced in previous commit if
slot is already taken. As side effect of this change we can also try to
pipeline texture loads and create a move if attempt fails.
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
It can load value from varying directly as well. Also load_regs is the
only op that has a source, so add src_num field to load node and set it
accordingly.
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
| |
Introduce common helper for creating movs to avoid code duplication
Reviewed-by: Erico Nunes <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Looks like initial RE was wrong and some fields have different purpose.
I.e. there's no "disable_mipmap" field, it's actually part of another field
that selects mipmap filtering.
Also fix layout position.
Reviewed-by: Qiang Yu <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
pp has vector units and some operations can be optimized when bundled
together.
Benchmarking this with piglit shaders shows that the instruction count
can be greatly reduced on many examples with vectorize.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
|
|
|
|
|
|
|
|
|
| |
nir vec4 fcsel assumes that each component of the condition will be used
to select the same component from the options, but pp can't implement
that since it only has 1 component for the condition.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
|