| Commit message (Collapse) | Author | Age | Files | Lines |
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We were always programming it with the Broadwell convention which is too
large by a factor of two on Haswell and just plain wrong on IVB and BYT.
Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: [email protected]
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v2: handle atomics as well
make use of nir_rewrite_image_intrinsic
v3: remove call to nir_remove_dead_derefs
v4: (Timothy Arceri) dont actually call lowering yet
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]> (v3)
Reviewed-by: Marek Olšák <[email protected]>
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This required to calculate sizes correctly when we have bindless
samplers/images.
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We can then reuse those bounds to initialize the VMA heaps at logical
device creation.
This fixes an issue on EHL which has only 36bits of VMA. We were
incorrectly using the fixed 48bits upper bound to initialize the
logical device heap, resulting in addresses beyong the device's
limits.
v2: Don't confuse heap size (limited by system memory) and VMA size
(limited by number of addressing bits the platform has)
v3: Fix low heap vma_size :( (Lionel)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reported-by: James Xiong <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]> (v1)
Reviewed-by: Jason Ekstrand <[email protected]> (v2)
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Because why not?
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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INTEL_DEBUG is declared extern and defined in gen_debug.c
Reviewed-by: Kenneth Graunke <[email protected]>
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libintel_common depends on libintel_compiler, but it contains debug
functionality that is needed by libintel_compiler. Break the circular
dependency by moving gen_debug files to libintel_dev.
Suggested-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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VK_EXT_pipeline_creation_feedback
If the user didn't provide a pipeline cache and we're using the
default internal pipeline cache, then we shouldn't consider a cache
hit for VK_EXT_pipeline_creation_feedback as the application did not
provide a cache.
Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: 6601e5d6fc68cd ("anv: implement VK_EXT_pipeline_creation_feedback")
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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So far ANV was advertising 4 bits for both subTexelPrecisionBits and
mipmapPrecisionBits. But these values were not actually verified.
But it seems the right value is actually 8 bits for both cases.
Unfortunately Intel PRM does not clarify how many bits the hardware use.
For the mipmap case, there is the following reference in PRM Volume 6
(3D Media GPGPU), specifically in LOD Computation Pseudocode:
```
Bias: S4.8
MinLod: U4.8
MaxLod: U4.8
Base: U4.1
MIPCnt: U4
SurfMinLod: U4.8
ResMinLod: U4.8
``
We have other clues, though:
- On one side, dEQP-VK.texture.explicit_lod.* tests fail when using 4
bits, but work when using 8 bits. These tests try to mimic the expected
behaviour as much real as possible, and they use the reported
subTexelPrecisionBits and mipmapPrecisionBits reported to get this.
- On the other side, the equivalent driver for Windows is reporting 8
bits for both elements. Not sure if they got to verify it from the PRM
or from a diffent source.
CC: Jason Ekstrand <[email protected]>
CC: Lionel Landwerlin <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This will make that step visible in NIR_PRINT=1.
v2: Also use the macro for the cleanup passes.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This was needed when certain intrinsics were lowered to other ones
that were defined by the same pass. After 060817b2 "intel,nir: Move
gl_LocalInvocationID lowering to nir_lower_system_values" we don't
need the loop anymore.
Reviewed-by: Jason Ekstrand <[email protected]>
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When using quads, instead of mapping the elements to the next 4 local
invocation indices, we map the two next in the "current" row and two
next in the "next row". A side effect is that a thread will execute
the indices in a different order.
We now perform the lowering of both local invocation ID and index
together -- and don't rely anymore on lowering done by
nir_lower_system_values. That is convenient when doing the math for
quads, because we need X and Y to get the right invocation index.
When the pass progresses, fold the constants and clean up to reduce
the noise from the indexing math.
This implements the derivative_group_quadsNV semantics from
NV_compute_shader_derivatives.
v2: Take subgroup_id into account, otherwise only values in the first
subgroup would be used. (Jason)
v3: Calculate invocation index and ID together, to avoid duplicating
some math in the quads case when both index and ID are used. (Jason)
v4: Don't call cleanup passes as part of the lowering, let that to the
call site. (Jason)
Change calculation to use less instructions. (Jason)
Reviewed-by: Ian Romanick <[email protected]> (v3)
Reviewed-by: Jason Ekstrand <[email protected]>
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Make sure we include compute shaders that have a derivative group
defined.
Reviewed-by: Jason Ekstrand <[email protected]>
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When I implemented opt_if_loop_last_continue() I had restricted
this pass from moving other if-statements inside the branch opposite
the continue. At the time it was causing a bunch of spilling in
shader-db for i965.
However Samuel Pitoiset noticed that making this pass more aggressive
significantly improved the performance of Doom on RADV. Below are
the statistics he gathered.
28717 shaders in 14931 tests
Totals:
SGPRS: 1267317 -> 1267549 (0.02 %)
VGPRS: 896876 -> 895920 (-0.11 %)
Spilled SGPRs: 24701 -> 26367 (6.74 %)
Code Size: 48379452 -> 48507880 (0.27 %) bytes
Max Waves: 241159 -> 241190 (0.01 %)
Totals from affected shaders:
SGPRS: 23584 -> 23816 (0.98 %)
VGPRS: 25908 -> 24952 (-3.69 %)
Spilled SGPRs: 503 -> 2169 (331.21 %)
Code Size: 2471392 -> 2599820 (5.20 %) bytes
Max Waves: 586 -> 617 (5.29 %)
The codesize increases is related to Wolfenstein II it seems largely
due to an increase in phis rather than the existing jumps.
This gives +10% FPS with Doom on my Vega56.
Rhys Perry also benchmarked Doom on his VEGA64:
Before: 72.53 FPS
After: 80.77 FPS
v2: disable pass on non-AMD drivers
Reviewed-by: Ian Romanick <[email protected]> (v1)
Acked-by: Samuel Pitoiset <[email protected]>
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Drivers using genxml will start compilation before generated files are
created, so add a dependency to it.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Cc: [email protected]
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This revision allows for images to be :
- created by reusing image parameters from swapchain
- bound to memory from a swapchain
v2: Add color attachment flag
Use same implicit WSI parameters (tiling, samples, usage)
v3: Fix missing break in vk_foreach_struct_const() switch (Lionel)
v4: Fix accessing image aspects before android resolve (Tapani)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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If we increase vector sizing later it would be nice to avoid
tripped over this again.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Almost all of the hurt shaders are repeated instances of the same shader
in synmark's compilation speed tests.
shader-db results:
All Gen6+ platforms had similar results. (Skylake shown)
total instructions in shared programs: 15256840 -> 15256389 (<.01%)
instructions in affected programs: 54137 -> 53686 (-0.83%)
helped: 288
HURT: 0
helped stats (abs) min: 1 max: 15 x̄: 1.57 x̃: 1
helped stats (rel) min: 0.06% max: 26.67% x̄: 1.99% x̃: 0.74%
95% mean confidence interval for instructions value: -1.76 -1.38
95% mean confidence interval for instructions %-change: -2.47% -1.50%
Instructions are helped.
total cycles in shared programs: 372286583 -> 372283851 (<.01%)
cycles in affected programs: 833829 -> 831097 (-0.33%)
helped: 265
HURT: 16
helped stats (abs) min: 2 max: 74 x̄: 11.81 x̃: 4
helped stats (rel) min: 0.04% max: 9.07% x̄: 0.99% x̃: 0.35%
HURT stats (abs) min: 2 max: 130 x̄: 24.88 x̃: 8
HURT stats (rel) min: <.01% max: 12.31% x̄: 1.44% x̃: 0.27%
95% mean confidence interval for cycles value: -12.30 -7.15
95% mean confidence interval for cycles %-change: -1.06% -0.64%
Cycles are helped.
Iron Lake and GM45 had similar results. (GM45 shown)
total instructions in shared programs: 5038653 -> 5038495 (<.01%)
instructions in affected programs: 13939 -> 13781 (-1.13%)
helped: 50
HURT: 1
helped stats (abs) min: 1 max: 15 x̄: 3.18 x̃: 4
helped stats (rel) min: 0.33% max: 13.33% x̄: 2.24% x̃: 1.09%
HURT stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
HURT stats (rel) min: 0.83% max: 0.83% x̄: 0.83% x̃: 0.83%
95% mean confidence interval for instructions value: -3.73 -2.47
95% mean confidence interval for instructions %-change: -3.16% -1.21%
Instructions are helped.
total cycles in shared programs: 128118922 -> 128118228 (<.01%)
cycles in affected programs: 134906 -> 134212 (-0.51%)
helped: 50
HURT: 0
helped stats (abs) min: 2 max: 60 x̄: 13.88 x̃: 18
helped stats (rel) min: 0.06% max: 3.19% x̄: 0.74% x̃: 0.70%
95% mean confidence interval for cycles value: -16.54 -11.22
95% mean confidence interval for cycles %-change: -0.95% -0.53%
Cycles are helped.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Lionel Landwerlin <[email protected]>
- fix missing type
- fix *_FQM_*/*_QM_* commands
- shorten some media structs using groups
- factor out memory attributes
- switch MI_FLUSH_DW fields to bool
Reviewed-by: Lionel Landwerlin <[email protected]>
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v2: Lionel Landwerlin <[email protected]>
- fix missing type
- fix *_FQM_*/*_QM_* commands
- shorten some media structs using groups
- factor out memory attributes
- switch MI_FLUSH_DW fields to bool
Reviewed-by: Lionel Landwerlin <[email protected]>
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v2: Lionel Landwerlin <[email protected]>
- fix missing type
- fix *_FQM_*/*_QM_* commands
- shorten some media structs using groups
- factor out memory attributes
- switch MI_FLUSH_DW fields to bool
Reviewed-by: Lionel Landwerlin <[email protected]>
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v2: Lionel Landwerlin <[email protected]>
- switch MI_FLUSH_DW fields to bool
Reviewed-by: Lionel Landwerlin <[email protected]>
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v2: Fixed MI_WAIT_FOR_EVENT to be for video also
Reviewed-by: Lionel Landwerlin <[email protected]>
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v2: Fixed MI_WAIT_FOR_EVENT to be for blitter and video also
Reviewed-by: Lionel Landwerlin <[email protected]>
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v2: Fixed MI_WAIT_FOR_EVENT to be for blitter and video also
Reviewed-by: Lionel Landwerlin <[email protected]>
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headers
v2: Fixed the check for engine
v3: Changed engine into an argument given to the scripts
Reviewed-by: Lionel Landwerlin <[email protected]>
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V2: Fix L3 bank count (Vivek)
Fix simulator_id and num_eu_per_subslice (Lionel)
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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This reverts commit 4e1bbb000cdfe4ba01bee5a6868c54fed7285dae. It turns
out that some DXVK apps due to some implementation detail of DXVK or
other create and destroy instances in an interleaved way. Freeing the
glsl_type memory without being a bit more careful causes use-after-free
issues. Looks like we need to try again.
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Fix the order of src0_alpha and sample mask in fb payload.
From SKL PRM Volume 7, "Data Payload Register Order
for Render Target Write Messages":
Type S0A oM sZ oS M2 M3 M4
SIMD8 1 1 0 0 s0A oM R
SIMD16 1 1 0 0 1/0s0A 3/2s0A oM
It also fixes working of alpha to coverage with sample mask
on GEN6 since now they are in correct order.
Signed-off-by: Danylo Piliaiev <[email protected]>
Signed-off-by: Francisco Jerez <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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From "Alpha Coverage" section of SKL PRM Volume 7:
"If Pixel Shader outputs oMask, AlphaToCoverage is disabled in
hardware, regardless of the state setting for this feature."
From OpenGL spec 4.6, "15.2 Shader Execution":
"The built-in integer array gl_SampleMask can be used to change
the sample coverage for a fragment from within the shader."
From OpenGL spec 4.6, "17.3.1 Alpha To Coverage":
"If SAMPLE_ALPHA_TO_COVERAGE is enabled, a temporary coverage value
is generated where each bit is determined by the alpha value at the
corresponding sample location. The temporary coverage value is then
ANDed with the fragment coverage value to generate a new fragment
coverage value."
Similar wording could be found in Vulkan spec 1.1.100
"25.6. Multisample Coverage"
Thus we need to compute alpha to coverage dithering manually in shader
and replace sample mask store with the bitwise-AND of sample mask and
alpha to coverage dithering.
The following formula is used to compute final sample mask:
m = int(16.0 * clamp(src0_alpha, 0.0, 1.0))
dither_mask = 0x1111 * ((0xfea80 >> (m & ~3)) & 0xf) |
0x0808 * (m & 2) | 0x0100 * (m & 1)
sample_mask = sample_mask & dither_mask
Credits to Francisco Jerez <[email protected]> for creating it.
It gives a number of ones proportional to the alpha for 2, 4, 8 or 16
least significant bits of the result.
GEN6 hardware does not have issue with simultaneous usage of sample mask
and alpha to coverage however due to the wrong sending order of oMask
and src0_alpha it is still affected by it.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109743
Signed-off-by: Danylo Piliaiev <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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And enable it on Intel.
v2:
- Squash the change to enable it on Intel (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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And enable it on Intel.
v2:
- Squash the change to enable this lowering on Intel (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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In Android O, MESA needs to statically link libexpat so that
it's in same VNDK namespace.
v2: apply change also to anv driver (Tapani)
v3: use += in anv change (Eric Engestrom)
Change-Id: I82b0be5c817c21e734dfdf5bfb6a9aa1d414ab33
Signed-off-by: Kishore Kadiyala <[email protected]>
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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This lowering isn't needed for RADV because AMDGCN has two
instructions. It will be disabled for RADV in an upcoming series.
While we are at it, factorize a little bit.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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