| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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In the past, we used this on Gen4-5 to transform non-normalized texture
coordinates (for sampler2DRect) to normalized ones. We also used it on
Gen6-7.5 for sampler2DRect with GL_CLAMP.
Jason dropped this code in 6c8ba59cff14a1a86273f4008ff2a8e68335ab25
in favor of using nir_lower_tex(), which just does a textureSize()
call. But we were still setting up these state references for
useless uniform data.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This is harmless today because gl_TessLevelInner/Outer in the TES is
currently treated as system values. However, when we move to treating
them as inputs, this would cause a bug: with no TCS present, it would
propagate TES reads of VARYING_SLOT_TESS_LEVEL into the VS output VUE
map slots. This is totally bogus - those don't even exist in the VS.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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We no longer need it.
While we are at it we mark the vs, gs, and wm codegen functions as static.
Reviewed-by: Eric Anholt <[email protected]>
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After removing brw_shader in the previous commit this is no longer
needed.
V2: remove use in src/compiler/glsl/test_optpass.cpp
Reviewed-by: Eric Anholt <[email protected]>
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This allows us to delete brw_shader and removes the last use of
gl_linked_shader in the codegen paths.
Reviewed-by: Eric Anholt <[email protected]>
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Fixes two new piglit tests:
spec/glsl-1.10/execution/vs-nested-return-sibling-loop.shader_test
spec/glsl-1.10/execution/vs-nested-return-sibling-loop2.shader_test
shader-db results for BDW:
total instructions in shared programs: 12903158 -> 12903134 (-0.00%)
instructions in affected programs: 27100 -> 27076 (-0.09%)
helped: 32
HURT: 6
total cycles in shared programs: 294922518 -> 294922804 (0.00%)
cycles in affected programs: 4372828 -> 4373114 (0.01%)
helped: 31
HURT: 8
Reviewed-by: Kenneth Graunke <[email protected]>
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This moves the nir_lower_indirect_derefs() call into
brw_preprocess_nir() so thats is called by both OpenGL and Vulkan
and removes that call to the old GLSL IR pass
lower_variable_index_to_cond_assign()
We want to do this pass in nir to be able to move loop unrolling
to nir.
There is a increase of 1-3 instructions in a small number of shaders,
and 2 Kerbal Space program shaders that increase by 32 instructions.
The changes seem to be caused be the difference in the GLSL IR vs
NIR variable index lowering passes. The GLSL IR pass creates a
simple if ladder for arrays of size 4 or less, while the NIR pass
implements a binary search for all arrays regardless of size.
Shader-db results BDW:
total instructions in shared programs: 13021176 -> 13021819 (0.00%)
instructions in affected programs: 57693 -> 58336 (1.11%)
helped: 20
HURT: 190
total cycles in shared programs: 299805580 -> 299750826 (-0.02%)
cycles in affected programs: 2290024 -> 2235270 (-2.39%)
helped: 337
HURT: 442
total fills in shared programs: 19984 -> 19984 (0.00%)
fills in affected programs: 0 -> 0
helped: 0
HURT: 0
LOST: 4
GAINED: 0
V2: remove the do_copy_propagation() call from the i965 GLSL IR
linking code. This call was added in f7741c52111 but since we are
moving the variable index lowering to NIR we no longer need it and
can just rely on the nir copy propagation pass.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This has been ported to NIR now so we don'tneed to keep the GLSL IR
lowering any more.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is a step towards using NIR optimisations over GLSL IR
optimisations. Delaying adding built-in uniforms until after
we convert to NIR gives it a chance to optimise them away.
V2: move the new code back to brw_link_shader()
Reviewed-by: Kenneth Graunke <[email protected]>
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A while ago, I made i965 start compiling shaders independently. The VUE
map layouts were based entirely on each shader's input/output bitfields.
Assuming the interfaces match, this works out well - both sides will
compute the same layout, and outputs are correctly routed to inputs.
At the time, I had assumed that the linker would guarantee that the
interfaces match. While it usually succeeds, it unfortunately seems
to fail in some cases.
For example, Piglit's tcs-input-read-array-interface test has a VS
output array with two elements, but the TCS only reads one. The linker
isn't able to eliminate the unused element from the VS, which makes the
interfaces not match.
Another case is where a shader other than the last writes clip/cull
distances. These should be demoted to ordinary varyings, but they
currently aren't - so we think they still have some special meaning,
and prevent them from being eliminated.
Fixing the linker to guarantee this in all cases is complicated. It
needs to be able to optimize out dead code. It's tied into varying
packing and other messiness. While we can certainly improve it---and
should---I'd rather not rely on it being correct in all cases.
This patch ORs adjacent stages' input/output bitfields together,
ensuring that their interface (and hence VUE map layout) will be
compatible. This should safeguard us against linker insufficiencies.
Fixes line rendering in Dolphin, and the Piglit test based on it:
spec/glsl-1.50/execution/geometry/clip-distance-vs-gs-out.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97232
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This reverts commit 9404439a754e5640ccd98df40fa694835c0d8759. I didn't
intend to push it and it breaks clip and cull distance.
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This moves the nir_lower_indirect_derefs() call into
brw_preprocess_nir() so thats is called by both OpenGL and Vulkan
and removes that call to the old GLSL IR pass
lower_variable_index_to_cond_assign()
We want to do this pass in nir to be able to move loop unrolling
to nir.
There is a increase of 1-3 instructions in a small number of shaders,
and 2 Kerbal Space program shaders that increase by 32 instructions.
Shader-db results BDW:
total instructions in shared programs: 8705873 -> 8706194 (0.00%)
instructions in affected programs: 32515 -> 32836 (0.99%)
helped: 3
HURT: 79
total cycles in shared programs: 74618120 -> 74583476 (-0.05%)
cycles in affected programs: 528104 -> 493460 (-6.56%)
helped: 47
HURT: 37
LOST: 2
GAINED: 0
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This will allow us to directly store metadata we want to retain in
gl_program this metadata is currently stored in gl_linked_shader and
will be lost if relinking fails even though the program will remain
in use and is still valid according to the spec.
"If a program object that is active for any shader stage is re-linked
unsuccessfully, the link status will be set to FALSE, but any existing
executables and associated state will remain part of the current
rendering state until a subsequent call to UseProgram,
UseProgramStages, or BindProgramPipeline removes them from use."
This change will also help avoid the double handing that happens in
_mesa_copy_linked_program_data().
Reviewed-by: Emil Velikov <[email protected]>
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In i965 we were calling _mesa_reference_program() after creating
gl_program and then later calling it again with NULL as a param
to get the refcount back down to 1. This changes things to not
use _mesa_reference_program() at all and just have gl_linked_shader
take ownership of gl_program since refcount starts at 1.
The st and ir_to_mesa linkers were worse as they were both getting
in a state were the refcount would never get to 0 and we would leak
the program.
Reviewed-by: Emil Velikov <[email protected]>
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Since we started releasing GLSL IR after linking the only time we can
print GLSL IR is during linking. When regenerating variants only NIR
will be available.
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This takes us one step closer to being able to drop the GLSL IR
optimisation passes during linking in favour of the NIR passes.
Reviewed-by: Kenneth Graunke <[email protected]>
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This function is added here to ease refactoring towards using the new shared
shader_info. Once refactoring is complete and values are set directly it
will be removed.
We call it from _mesa_copy_linked_program_data() rather than glsl_to_nir()
so that the values will be set for all drivers. In order to do this some
calls need to be moved around so that we make sure to call
do_set_program_inouts() before _mesa_copy_linked_program_data()
Reviewed-by: Jason Ekstrand <[email protected]>
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This allows us to do some small tidy ups, but will also allow us to call
a new function that copies values to a shared shader info from here.
In order to make this change this function now requires
_mesa_reference_program() to have previously been called.
Reviewed-by: Jason Ekstrand <[email protected]>
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brw_link.cpp:76:44: warning: unused parameter ‘shader_type’ [-Wunused-parameter]
gl_shader_stage shader_type,
^
brw_nir.c: In function ‘brw_nir_lower_vs_inputs’:
brw_nir.c:194:55: warning: unused parameter ‘devinfo’ [-Wunused-parameter]
const struct gen_device_info *devinfo,
^
brw_vec4_visitor.cpp:914:37: warning: unused parameter ‘sampler’ [-Wunused-parameter]
uint32_t sampler,
^
brw_vec4_visitor.cpp:1146:34: warning: unused parameter ‘stream_id’ [-Wunused-parameter]
vec4_visitor::gs_emit_vertex(int stream_id)
^
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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We already pass the shader so we can just get the stage from this.
Reviewed-by: Jason Ekstrand <[email protected]>
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"intelScreen" is wordy and also doesn't fit our style guidelines.
"screen" is shorter, which is nice, because we use it fairly often.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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We can do this in NIR now. No need to keep a GLSL pass lying around for
it.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.
The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.
We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.
Acked-by: Iago Toral Quiroga <[email protected]>
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The scalar backend currently doesn't support variable indexing on
temporary arrays, but it does support it on uniform arrays, and
some stages support it for input arrays. Make sure these are
propagated through before exploding indirects into piles of
if-ladders unnecessarily.
On Broadwell, no instruction count change in shader-db.
total cycles in shared programs: 80675652 -> 80674928 (-0.00%)
cycles in affected programs: 649972 -> 649248 (-0.11%)
helped: 386
HURT: 165
This will help avoid code quality regressions in a future commit.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
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Instead use the internal gl_shader_stage enum everywhere. This
makes things more consistent and gets rid of unnecessary
conversions.
Ideally it would be nice to remove the Type field from gl_shader
altogether but currently it is used to differentiate between
gl_shader and gl_shader_program in the ShaderObjects hash table.
Reviewed-by: Kenneth Graunke <[email protected]>
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That's where brw_link_shader lives and they seem to go together. Also,
this gets it out of libi965_compiler.
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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v2 (Connor): rebase on master which moved this to brw_link.cpp
v3 (Sam):
- Only enable DFREXP_DLDEXP_TO_ARITH in process_glsl_ir(). This is
used for doubles. Single floating point op is lowered by NIR.
Signed-off-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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We are no longer using anything from GLSL IR in the FS backend.
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On Broadwell, I get the following shader-db statistics:
Tessellation Control Shaders:
total instructions in shared programs: 57327 -> 57012 (-0.55%)
instructions in affected programs: 27334 -> 27019 (-1.15%)
helped: 45
HURT: 0
total cycles in shared programs: 265692 -> 255188 (-3.95%)
cycles in affected programs: 263122 -> 252618 (-3.99%)
helped: 184
HURT: 26
Tessellation Evaluation Shaders:
total instructions in shared programs: 23236 -> 23157 (-0.34%)
instructions in affected programs: 2791 -> 2712 (-2.83%)
helped: 27
HURT: 0
total cycles in shared programs: 151858 -> 149704 (-1.42%)
cycles in affected programs: 151858 -> 149704 (-1.42%)
helped: 101
HURT: 114
Geometry Shaders:
Orbital Explorer goes from 6442 -> 6356 instructions.
Two Shadow of Mordor shaders increase by a single instruction.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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NIR will lower it in nir_opt_algebraic.
No change in shader-db.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The old GLSL IR based lowering doesn't quite work right in all cases,
and fails several dEQP-GLES31 and Vulkan CTS tests. Jason's new
approach in NIR passes all the tests. There's not likely to be a ton
of advantage to lowering early in GLSL IR anyway, so...switch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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to allow LinkShader to free the GLSL IR.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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TGSI doesn't use these - it just translates ir_quadop_bitfield_insert
directly. NIR can handle ir_quadop_bitfield_insert as well.
These opcodes were only used for i965, and with Jason's recent patches,
we can do this lowering in NIR (which also gains us SPIR-V handling).
So there's not much point to retaining this GLSL IR lowering code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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These are used by code that doesn't necessarily link to libglsl.la. Move
them to shader_enums.[ch] where we keep similar helpers.
Reviewed-by: Matt Turner <[email protected]>
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