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* anv: Use on-the-fly surface states for dynamic buffer descriptorsJason Ekstrand2017-03-131-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We have a performance problem with dynamic buffer descriptors. Because we are currently implementing them by pushing an offset into the shader and adding that offset onto the already existing offset for the UBO/SSBO operation, all UBO/SSBO operations on dynamic descriptors are indirect. The back-end compiler implements indirect pull constant loads using what basically amounts to a texelFetch instruction. For pull constant loads with constant offsets, however, we use an oword block read message which goes through the constant cache and reads a whole cache line at a time. Because of these two things, direct pull constant loads are much faster than indirect pull constant loads. Because all loads from dynamically bound buffers are indirect, the user takes a substantial performance penalty when using this "performance" feature. There are two potential solutions I have seen for this problem. The alternate solution is to continue pushing offsets into the shader but wire things up in the back-end compiler so that we use the oword block read messages anyway. The only reason we can do this because we know a priori that the dynamic offsets are uniform and 16-byte aligned. Unfortunately, thanks to the 16-byte alignment requirement of the oword messages, we can't do some general "if the indirect offset is uniform, use an oword message" sort of thing. This solution, however, is recommended for a few of reasons: 1. Surface states are relatively cheap. We've been using on-the-fly surface state setup for some time in GL and it works well. Also, dynamic offsets with on-the-fly surface state should still be cheaper than allocating new descriptor sets every time you want to change a buffer offset which is really the only requirement of the dynamic offsets feature. 2. This requires substantially less compiler plumbing. Not only can we delete the entire apply_dynamic_offsets pass but we can also avoid having to add architecture for passing dynamic offsets to the back- end compiler in such a way that it can continue using oword messages. 3. We get robust buffer access range-checking for free. Because the offset and range are baked into the surface state, we no longer need to pass ranges around and do bounds-checking in the shader. 4. Once we finally get UBO pushing implemented, it will be much easier to handle pushing chunks of dynamic descriptors if the compiler remains blissfully unaware of dynamic descriptors. This commit improves performance of The Talos Principle on ULTRA settings by around 50% and brings it nicely into line with OpenGL performance. Reviewed-by: Lionel Landwerlin <[email protected]>
* intel/vulkan: Get rid of recursive makeJason Ekstrand2017-03-131-0/+65
| | | | | | | | v2 [Emil Velikov] - Various fixes and initial stab at the Android build. - Keep the generation rules/EXTRA_DIST outside the conditional Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Move the back-end compiler to src/intel/compilerJason Ekstrand2017-03-131-0/+89
| | | | | | | | | | | | | | | | | | | | | | Mostly a dummy git mv with a couple of noticable parts: - With the earlier header cleanups, nothing in src/intel depends files from src/mesa/drivers/dri/i965/ - Both Autoconf and Android builds are addressed. Thanks to Mauro and Tapani for the fixups in the latter - brw_util.[ch] is not really compiler specific, so it's moved to i965. v2: - move brw_eu_defines.h instead of brw_defines.h - remove no-longer applicable includes - add missing vulkan/ prefix in the Android build (thanks Tapani) v3: - don't list brw_defines.h in src/intel/Makefile.sources (Jason) - rebase on top of the oa patches [Emil Velikov: commit message, various small fixes througout] Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Move intel_debug.h to intel/common/gen_debug.hJason Ekstrand2017-03-011-0/+2
| | | | | | | | | | This is shared between the Vulkan and GL drivers as it's a requirement of the back-end compiler. However, it doesn't really belong in the compiler. We rename the file to match the prefix of the other stuff in common and because libdrm defines an intel_debug.h and this avoids a pile of possible name conflicts. Reviewed-by: Anuj Phogat <[email protected]>
* intel: Share URB configuration code between GL and Vulkan.Kenneth Graunke2016-11-191-0/+1
| | | | | | | | | This code is far too complicated to cut and paste. v2: Update the newly added genX_gpu_memcpy.c; const a few things. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/genxml: fix building rules for aubinator required headersMauro Rossi2016-10-111-1/+3
| | | | | | | | | | | | New generated headers were introduced by commit 63a366a "intel: aubinator: generate a standalone binary" Android does not need aubinator yet, so in order to avoid building error, aubinator required new genxml headers are defined in a separate list. If required, building rules for Android will be added later. [Emil Velikov: don't use a _HEADERS variable name (causes warnings)] Signed-off-by: Emil Velikov <[email protected]>
* intel: aubinator: generate a standalone binaryLionel Landwerlin2016-10-081-1/+6
| | | | | | | | | | | | | | | | | | | | | Embed the xml files into the binary, so aubinator can be used from any location. v2: Split generation packing into another patch (Jason) Check for xxd (Jason) v3: Fix out of tree builds (Jason) Generate custom variable name rather than names generated by xxd (Lionel) v4: Move generated _xml.h files to genxml/ (Sirisha) v5: Remove newline from makefile (Jason) v6: Add comment on gen*_xml.h creation (Jason) Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel: automake: reference the correct headerEmil Velikov2016-10-061-1/+2
| | | | | | | | | | The header was renamed with earlier commit, so update the Makefile.sources respectively. {vulkan/genX_multisample.h => common/gen_sample_positions.h} Fixes: c779ad3e661("intel: Move Vulkan sample positions to common code") Signed-off-by: Emil Velikov <[email protected]>
* intel: Pull the guts of gen7_l3_state.c into a shared helperJason Ekstrand2016-09-031-1/+3
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* intel: s/brw_device_info/gen_device_info/Jason Ekstrand2016-09-031-2/+2
| | | | | | | | | | | | | Generated by: sed -i -e 's/brw_device_info/gen_device_info/g' src/intel/**/*.c sed -i -e 's/brw_device_info/gen_device_info/g' src/intel/**/*.h sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.c sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.cpp sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.h Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* intel: Add a new "common" library for more code sharingJason Ekstrand2016-09-031-0/+4
| | | | | | | The first thing to go in this new library is brw_device_info. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* i965: Move blorp into src/intel/blorpJason Ekstrand2016-08-291-0/+8
| | | | | | | | | At this point, blorp is completely driver agnostic and can be safely moved into its own folder. Soon, we hope to start using it for doing blits in the Vulkan driver. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel: Flatten the makefile structureJason Ekstrand2016-08-251-0/+50
This pulls isl and genxml into a single make file so that they can properly build in parallel. This isn't terribly important now as genxml just generates sources which happens serially first anyway but it will be more important as we add more stuff to src/intel. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Matt Turner <[email protected]>