| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: "12.0 13.0" <[email protected]>
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Shared memory is local to CTA, thus we should only wait for
prior memory writes which are visible to other threads in
the same CTA, and not at global level. This should speedup
compute shaders which use shared memory.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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nvdisasm does not print a .S even though the bit is set.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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radeonsi also does the same thing. I suspect that this is likely to be a
no-op in reality, but it brings nouveau code closer to what the blob
produces. Plus it makes sense to not try to do auto-derivatives on this.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This allows the driver to signal that it can't handle random
interleaving of attributes across buffers. This is required for
ARB_transform_feedback3, and it's initialized to whatever the previous
value of PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME was except for nv50 where
it is disabled. Note that the proprietary drivers never expose
ARB_transform_feedback3 on any GT21x's (where nouveau previously did),
and after some effort I was unable to get it to work.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This reverts commits 1af0641db345209c076e9b1ba4dca7524541671a and
a6ad49cbbd599aec054d0a3163fff5ad724f2b18.
st/mesa adjusts the rasterizer state for us now.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Long story short, 3D and CP are aliased on Fermi and initializing
compute after pushing the MS sample coordinate offsets seems to
corrupt 3D state for weird reasons.
I still don't have the faintest clue what is going on, but
this seems to only affect Fermi generation. A possible fix
could be to use two different channels, one for 3D and one
for CP.
This fixes a bunch of regressions pinpointed by piglit.
Fixes: "nvc0: fix up image support for allowing multiple samples"
Cc: "13.0" <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This makes shader-db reports results for compute shaders.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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With ARB_gpu_shader5, texture offsets can be any source, including TEMPs
and IN's. Make sure to process them as regular sources so that we pick
up masks, etc.
This should fix some CTS tests that feed offsets directly to
textureGatherOffset, and we were not picking up the input use, thus not
advertising it in the shader header.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Dave Airlie <[email protected]>
Cc: 12.0 13.0 <[email protected]>
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The state tracker tries to attach the info to the wrong shader. This is
easy enough to protect against.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: 12.0 13.0 <[email protected]>
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The predicate is always CC_NOT_P as defined in
processSurfaceCoordsNVE4(), so we only want to emit OR.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Found that information message while replaying a trace from
Metro 2033 Redux. Mark that property as useless for now.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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The indirect handle has to come right after the coordinates, so if there
was a sample/bias/depth compare/offset, everything would end up being
shifted by one argument position.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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Split the source immediate value into new values and move them into the
original defs set by the split. Since we can only have up to 64-bit
immediates, this is largely beneficial for F64 (and, in the future, U64)
operations.
Signed-off-by: Tobias Klausmann <[email protected]>
[imirkin: always use U32, set newi for foldCount tracking]
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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src2 was being given the wrong modifier, and we were not properly
managing the modifier on the SHL source either.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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All ARB_enhanced_layouts piglit tests pass without any changes
in our compiler.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Recent fix for non-const offsets broke the case of a single offset (vs 4
offsets). The later code relies on the offs array to contain null values
to tell whether they should be added onto the srcs list.
Fixes: 5239bd592 ("nvc0/ir: fix overwriting of value backing non-constant gather offset")
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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The offset needs to be properly copied over to the phi value, otherwise
it will get assigned to the base of the merge instead of the proper
location.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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This is a screen cap because drivers are expected to support it either
for all shader types or for none of them.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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total instructions in shared programs :2286901 -> 2284473 (-0.11%)
total gprs used in shared programs :335256 -> 335273 (0.01%)
total local used in shared programs :31968 -> 31968 (0.00%)
local gpr inst bytes
helped 0 41 852 852
hurt 0 44 23 23
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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When offset != 0, the valid range was wrong because the second
argument of util_range_add() is end, not size.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Normally the value is an immediate, which is moved to some temporary, so
there's no problem. In the case of a non-constant offset (as allowed by
ARB_gpu_shader5), we have to take care to copy it first before using it
to build up the bits.
This fixes a compilation error observed in F1 2015.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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A function with multiple returns would have had multiple preret settings
at the top of the function. While this is unlikely to have caused issues
since we don't use functions in earnest, it could have in some cases
overflowed the call stack, in case a function had a lot of early
returns.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Checking if MAD is supported is definitely wrong, and it's
more likely a typo I introduced few days ago which breaks
NV50 because SHLADD is not supported there.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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When the chipset is forced with NV50_PROG_CHIPSET, we actually
only want to output the binary if NV50_PROG_DEBUG is also
enabled. Otherwise, this pollutes the shader-db output.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Only expose 512 threads/block on Fermi to not be limited by
32 GPRs/thread.
v4: - use 512 threads on Fermi, 1024 on Kepler+
Signed-off-by: Samuel Pitoiset <[email protected]>
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When a variable local size is defined as specified by
ARB_compute_variable_group_size, the fixed local size is set to 0
and a SIGFPE occurs when we compute the maximum number of regs.
This allows to use 64 GPRs/thread.
v4: - use 512 threads on Fermi, 1024 on Kepler+
Signed-off-by: Samuel Pitoiset <[email protected]>
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v3: - use a new case statement in r600_pipe_common.c
- fix compilation of softpipe...
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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helped some ue4 demos and divinity OS shaders
total instructions in shared programs : 2818674 -> 2818606 (-0.00%)
total gprs used in shared programs : 379273 -> 379273 (0.00%)
total local used in shared programs : 9505 -> 9505 (0.00%)
total bytes used in shared programs : 25837792 -> 25837192 (-0.00%)
local gpr inst bytes
helped 0 0 33 33
hurt 0 0 0 0
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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Currently, program binaries are only dumped at upload time, but
when the chipset has been forced via NV50_PROG_CHIPSET we might
want to show the generated code, especially with shaderdb.
Signed-off-by: Samuel Pitoiset <[email protected]>
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fixes a crash in the case simplify reports an error
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Commutativity is not allowed with SHLADD, but src2 can accept
loads. To allow the load propagation pass to do its job, add a
special case like for SUCLAMP because src1 is always an immediate.
This IMAD to SHLADD optimization helps a bunch of shaders from Tomb
Raider, Victor Vran, UE4 demos (+15% perf with Elemental) and Shadow
Warrior.
GF100/GK104:
total instructions in shared programs :2838045 -> 2834712 (-0.12%)
total gprs used in shared programs :396684 -> 396386 (-0.08%)
total local used in shared programs :34416 -> 34416 (0.00%)
local gpr inst bytes
helped 0 326 1105 1105
hurt 0 55 3 3
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Only and only if src1 is a power of 2 we can replace IMAD by SHLADD.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Unfortunately, we can't use the emit helpers for GF100/GK110
because src1 and src2 are swapped.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This instruction is available since SM20 (Fermi) and allow to do
(a << b) + c in one shot. In some situations, IMAD should be
replaced by SHLADD when b is a power of 2, and ADD+SHL should be
replaced by SHLADD as well.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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envyas now uses a much better representation for those control
codes and it displays the different flags instead of an
unreadable hex number.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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This adds a new envvar called NV50_PROG_CHIPSET which allows to
compile shaders with a different target, especially useful for
shader-db.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Same thing as nvc0_stage_set_sampler_views_range().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This function was quite similar to nvc0_stage_set_sampler_views()
and I don't see any reasons to not remove it.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This helps shaders in UE4 demos, especially with Elemental
(+1% perf). This optimization reduces spilling usage in one
shader which explains the little gain.
GF100/GK104:
total instructions in shared programs :2838551 -> 2838045 (-0.02%)
total gprs used in shared programs :396706 -> 396684 (-0.01%)
total local used in shared programs :34432 -> 34416 (-0.05%)
local gpr inst bytes
helped 1 19 112 112
hurt 0 0 0 0
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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