| Commit message (Collapse) | Author | Age | Files | Lines |
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This adds some performance counters/metrics for SM50/SM52.
Signed-off-by: Samuel Pitoiset <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
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v3: fix check for xmm/ymm test
v2: style code, add avx512 to cpu dump
Reviewed-by: Roland Scheidegger <[email protected]>
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htile_size is now always non-zero if HTILE is allocated.
It seems to have caused no issues.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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the instruction knows the target
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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we don't want to lower deep IFs unconditionally
Reviewed-by: Nicolai Hähnle <[email protected]>
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I'm leaving num_out_sgpr around since it's not in a fast path, and besides
the compiler should be able to optimize it away easily. The alternative
with #if/#endif would be extremely ugly.
Reviewed-by: Marek Olšák <[email protected]>
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The fix in commit 88f791db75e9f065bac8134e0937e1b76600aa36 was insufficient
for radeonsi because the vector case was not handled properly. It seems
piglit only covers the scalar case, unfortunately.
Fixes GL45-CTS.shader_bitfield_operation.[iu]mulExtended.*
Reviewed-by: Roland Scheidegger <[email protected]>
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This setting is for whether color and alpha have different blend
settings, not for whether blending is enabled on a per-RT basis.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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With ARB_clip_control, GL may also do 0..1 depth clipping, not just
-1..1. This removes clip's reliance on driver type. DX users will need
to be updated to set the new clipHalfZ flag to get proper clipping
functionality.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Most logic op usage is probably going to end up with normalized
textures. Scale the floating point values and convert to integer before
performing the logic operations.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Fixes piglit glsl-fs-shadow2D-clamp-z.
Cc: <[email protected]>
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Jonas Pfeil noticed that we were putting passthrough tlb_z writes early in
the shader, despite QIR and QPU scheduling both trying to delay scoreboard
locking for as long as possible.
The problem was that when trying to pair up QPU instructions, at some
point the passthrough tlb_z would be the last one available and it would
get paired, even if the other half would open up other instructions to be
scheduled and we could have paired tlb_z with something later in the
program. Also, since passthrough z is just a mov, it pairs up really
easily.
The proper fix would probably be to flip the order of scheduling
instructions so we went from bottom to top (also relevant for branch delay
slot scheduling).
However, we can do a quick fix here to just not schedule a TLB lock until
there's nothing but TLB left in the program, at a slight instruction cost
(est .61% cycle count in shader-db) but a major fragment shader
parallelism win.
glmark2 results:
texture:texture-filter=linear: +1.24481% +/- 0.626117% (n=15)
bump:bump-render=height: 1.24991% +/- 0.154793% (n=136,133 -- screensaver
outliers removed)
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It's much better to just skip the draw call entirely. Getting this
information out of register allocation will also be useful for
implementing threaded fragment shaders, which will need to retry
non-threaded if RA fails.
Cc: <[email protected]>
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Applies on top of v3 of Tom's gallivm change.
v2:
- Tom Stellard: Use enums instread of strings.
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Aaron Watry <[email protected]>
CC: Tom Stellard <[email protected]>
CC: Jan Vesely <[email protected]>
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v2:
Fix adding parameter attributes with LLVM < 4.0.
v3:
Fix typo.
Fix parameter index.
Add a gallivm enum for function attributes.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Trivial. There's some regressions internally, related to overflow
behavior. I'll have to look at it at another time, some interactions
with vsplit/vcache are actually mind-blowing.
This reverts commit 3fa10ffb496cc4e6d1003891cf0381bb5bec2a74.
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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We need to compile a blend function when alphatest is enabled.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The first IF statement disabled the second one.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98599
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This patch does two things:
1. It separates the host-CPU code generation from the generic code
generation. This guards against accidently breaking things for
radeonsi in the future.
2. It makes sure we actually use both arguments and don't just compute
a square :-p
Fixes a regression introduced by commit 29279f44b3172ef3b84d470e70fc7684695ced4b
Cc: Roland Scheidegger <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Instead of doing all the math with scalars, use vectors. This means the
overflow math needs to be done manually, albeit that's only really
problematic for the stride/index mul, the rest has been pretty much
moved outside the shader loop (albeit the mul could actually be optimized
away too), where things are still scalar. Because llvm is complete fail
with the zero-extend widening mul, roll our own even...
To eliminate control flow in the main shader loop fetch, provide fake
buffers (so index 0 is always valid to fetch).
Still uses aos fetch though in the end - mostly because some more code
would be needed to handle unaligned fetches in that path, and because for
most formats it won't make a difference anyway (we generate some truly
horrendous code for things like R16G16_something for instance).
Instanced fetch however stays roughly the same as before, except that
no longer the same element is fetched multiple times (I've seen a reduction
of ~3 times in main shader loop size due to apparently llvm not being able
to deduce it's really all the same with a couple instanced elements).
Also, for elts gathering, use vectorized code as well - provide a fake
elt buffer if there's no valid one bound.
The generated shaders are smaller and faster to compile (not entirely sure
about execution speed, but generally unless there's just single vertices
to handle I would expect it to be faster - there's more opportunities
for future improvements by using soa fetch).
No piglit change.
Reviewed-by: Jose Fonseca <[email protected]>
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This is used by shader umul_hi/imul_hi functions (and soon by draw).
It's actually useful separating this out on its own, however the real
reason for doing it is because we're using an optimized sse2 version,
since the code llvm generates is atrocious (since there's no widening
mul in llvm, and it does not recognize the widening mul pattern, so
it generates code for real 64x64->64bit mul, which the cpu can't do
natively, in contrast to 32x32->64bit mul which it could do).
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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In the event that multiple threads attempt to install a graph
concurrently, protect the shared list.
Signed-off-by: Steven Toth <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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We're missing the closedir() to the matching opendir().
Signed-off-by: Steven Toth <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Instead of trying to maintain a reference counted list of valid HUD
objects, and freeing them accordingly, creating race conditions
between unanticipated multiple threads, simply accept they're
allocated once and never released until the process terminates.
They're a shared resource between multiple threads, so accept
they're always available for use.
Signed-off-by: Steven Toth <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v3 [Francisco Jerez]: Loosely based on Serge's v1 of this patch in
order to avoid CL-specific enums in the clover module binary
format. In addition to other changes made in v2: Represent the CL
program binary type as the section type instead of adding a CL
API-specific enum, check that the binary types of the input objects
are valid during clLinkProgram(), pass section type as argument to
build_module_library() instead of using separate function.
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Vedran Miletić <[email protected]>
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Instead, hardcode group sigsel because there are a bunch of unknown
groups, especially on SM50/SM52.
Signed-off-by: Samuel Pitoiset <[email protected]>
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This is similar to NVC0 and GK110 emitters where we emit
reduction operations instead of atomic operations when the
destination is not used.
Found after writing some tests which check if performance counters
return the expected value. In that case, gred_count returned 0
on gm107 while at least gk106 returned the correct value.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Fixes the following building error introduced with commit 7115e56
and related amd/common dependencies:
external/mesa/src/gallium/drivers/radeonsi/si_shader.c:6861: error: undefined reference to 'ac_is_sgpr_param'
external/mesa/src/gallium/drivers/radeonsi/si_shader.c:6951: error: undefined reference to 'ac_is_sgpr_param'
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
ninja: build stopped: subcommand failed.
build/core/ninja.mk:148: recipe for target 'ninja_wrapper' failed
make: *** [ninja_wrapper] Error 1
Signed-off-by: Marek Olšák <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98518
Acked-by: Edward O'Callaghan <[email protected]>
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The 1/W was apparently not accurate enough, and we were getting sparklies
in the distance. The closed driver also did a N-R step here.
Cc: <[email protected]>
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I noticed this while trying to debug glmark2 terrain (which does vertex
shader texturing, but no mipmaps on its textures sampled from the VS).
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The hardware always treats the alpha channel as unsigned, so add a shader
workaround. This is rare enough that we'll just build a monolithic vertex
shader.
The SINT case cannot actually happen in OpenGL, but I've included it for
completeness since it's just a mix of the other cases.
Reviewed-by: Marek Olšák <[email protected]>
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This reverts commit d180de35320eafa3df3d76f0e82b332656530126.
This is a radeon specific hack that causes problems on nouveau
when combined with the SHARED flag later. If radeonsi needs a fix
for this, please fix it in the driver.
[chk]
Using linear surfaces for this makes sense because tilling isn't
beneficial and the surfaces can potentially be shared with other GPUs
using the VDPAU OpenGL interop.
[airlied]
I think we need a flag that isn't SHARED/LINEAR that is more
SHARED_OTHER_GPU.
[mareko]
Does radeonsi need PIPE_BIND_VIDEO_DECODE_OUTPUT that it would translate
into linear ?
[mareko]
My only concern is decoding performance. If the decoder works in 64x1
blocks, tiling will hurt. That's the theory. I don't know how the
decoder works.
Cc: 12.0 13.0 <[email protected]>
Acked-by: Christian König <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Tested-by: Ilia Mirkin <[email protected]>
Tested-by: Nayan Deshmukh <[email protected]> (I+A)
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This fixes a crash in Deus Ex: Mankind Divided. Release builds were
unaffected, so it's not too serious.
Cc: 11.2 12.0 13.0 <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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For symmetry with surf_drm_to_winsys.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Fixes valgrind warnings about surf_ws->flags being uninitialized while
starting X.
Reviewed-by: Nicolai Hähnle <[email protected]>
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