| Commit message (Collapse) | Author | Age | Files | Lines |
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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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]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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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]>
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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]>
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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]>
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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]>
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