| Commit message (Collapse) | Author | Age | Files | Lines |
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We really ought to compute the VUE map at link time and stash it, rather
than recomputing it here, but with the mess of program structures I
wasn't sure where to put it. We can improve that later.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This is more optimal as it means we no longer have to upload the same set
of ABO surfaces to all stages in the program.
This also fixes a bug where since commit c0cd5b var->data.binding was
being used as a replacement for atomic buffer index, but they don't have
to be the same value they just happened to end up the same when binding is 0.
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Cc: Alejandro Piñeiro <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90175
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VS, GS, and FS continue doing the same thing they did before. We can
simplify the FS code a bit because it is always scalar.
Compute shaders now assert that there are no outputs instead of doing
a loop over 0 outputs.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The commit shown below caused compute shaders to hit the unreachable
in the default of the switch block. Since compute shaders don't have
any inputs, we can make brw_nir_lower_inputs a no-op for CS.
commit 2953c3d76178d7589947e6ea1dbd902b7b02b3d4
Author: Kenneth Graunke <[email protected]>
Date: Fri Aug 14 15:15:11 2015 -0700
i965/vs: Map scalar VS input locations properly; avoid tons of MOVs.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, ATTR was indexed by VERT_ATTRIB_* slots; at the end of
compilation, assign_vs_urb_setup() translated those into GRF units,
and converted ATTR to HW_REGs.
This patch moves the transslation earlier, making ATTR work in terms of
GRF units from the beginning. assign_vs_urb_setup() simply has to add
the number of payload registers and push constants to obtain the final
hardware GRF number. (We can't do this earlier as those values aren't
known.)
ATTR still supports reg_offset; however, it's simply added to reg.
It's not clear whether this is valuable or not.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Previously, we used nir_lower_io with the scalar type_size function,
which mapped VERT_ATTRIB_* locations to...some numbers. Then, in
fs_visitor::nir_setup_inputs(), we created temporaries indexed by
those numbers, and emitted MOVs from the actual ATTR registers to
those temporaries. Virtually all of these were copy propagated away,
but it's still ugly.
This patch reworks our input lowering to produce NIR lower_input
intrinsics that properly index into the ATTR file, so we can access
it directly.
No changes in shader-db.
v2: Fix unreachable() message (Ken), update commit message (Matt).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Geometry and tessellation shaders process multiple vertices; their
inputs are arrays indexed by the vertex number. While GLSL makes
this look like a normal array, it can be very different behind the
scenes.
On Intel hardware, all inputs for a particular vertex are stored
together - as if they were grouped into a single struct. This means
that consecutive elements of these top-level arrays are not contiguous.
In fact, they may sometimes be in completely disjoint memory segments.
NIR's existing load_input intrinsics are awkward for this case, as they
distill everything down to a single offset. We'd much rather keep the
vertex ID separate, but build up an offset as normal beyond that.
This patch introduces new nir_intrinsic_load_per_vertex_input
intrinsics to handle this case. They work like ordinary load_input
intrinsics, but have an extra source (src[0]) which represents the
outermost array index.
v2: Rebase on earlier refactors.
v3: Use ssa defs instead of nir_srcs, rebase on earlier refactors.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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The code for input lowering is going to get significantly more
complicated shortly, so I wanted to pull it out. Vertex shader inputs
are handled nearly identically regardless of vec4/scalar mode, so I
opted to not split that.
I thought about having each function actually do the lowering, but one
pass through nir_lower_io that handles all types (which weren't handled
earlier) is probably more efficient.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We may want to use different type_size functions for (e.g.) inputs
vs. uniforms. Passing in -1 for mode ignores this, handling all
modes as before.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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By performing the vertex counting in NIR, we're able to elide a ton of
useless safety checks around every EmitVertex() call:
total instructions in shared programs: 3952 -> 3720 (-5.87%)
instructions in affected programs: 3491 -> 3259 (-6.65%)
helped: 11
HURT: 0
Improves performance in Gl32GSCloth by 0.671742% +/- 0.142202% (n=621)
on Haswell GT3e at 1024x768.
This should also make it easier to implement Broadwell's "Static Vertex
Count" feature someday.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Some hardware, such as adreno a3xx, supports txp on some but not all
sampler types. In this case we want more fine grained control over
which texture projectors get lowered.
v2: split out nir_lower_tex_options struct to make it easier to
add the additional parameters coming in the following patches
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Since the following patches will add additional tex-lowering related
functionality, which doesn't make sense to split out into a separate
pass (as they would require duplication of the projector lowering
logic), let's give this pass a more generic name.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The idea here is not that it gives register coalescing a little bit of a
helping hand. It doesn't actually fix the coalescing problems, but it
seems to help a good bit.
Shader-db results for vec4 programs on Haswell:
total instructions in shared programs: 1746280 -> 1683959 (-3.57%)
instructions in affected programs: 1259166 -> 1196845 (-4.95%)
helped: 11363
HURT: 148
v2 (Jason Ekstrand):
- Run nir_move_vec_src_uses_to_dest after going out of SSA
- New shader-db numbers
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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We made this switch in the FS backend some time ago and it seems to make a
number of things a bit easier. In particular, supporting SSA values takes
very little work in the backend and allows us to take advantage of the
majority of the SSA information even after we've gotten rid of Phi nodes.
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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total instructions in shared programs: 7541551 -> 7541381 (-0.00%)
instructions in affected programs: 3054 -> 2884 (-5.57%)
helped: 29
Reviewed-by: Kenneth Graunke <[email protected]>
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Shader-db result on Ivy Bridge:
total instructions in shared programs: 145484 -> 145445 (-0.03%)
instructions in affected programs: 225 -> 186 (-17.33%)
helped: 5
HURT: 0
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
Signed-off-by: Boyan Ding <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Previously, we treated the entire UNIFORM file as if it had two elements:
One for direct things and one for indirect. This is substantially
different from how the old visitor code handled it where each element was
effectively its own uniform. This commit makes the NIR path more like the
old ir_visitor path where each uniform is separate. This should allow us
to more easily make decisions about what to push.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, there were four type_size() functions in play - the i965
compiler backend defined scalar and vec4 type_size() functions, and
nir_lower_io contained its own similar functions.
In fact, the i965 driver used nir_lower_io() and then looped over the
components using its own type_size - meaning both were in play. The
two are /basically/ the same, but not exactly in obscure cases like
subroutines and images.
This patch removes nir_lower_io's functions, and instead makes the
driver supply a function pointer. This gives the driver ultimate
flexibility in deciding how it wants to count things, reduces code
duplication, and improves consistency.
v2 (Jason Ekstrand):
- One side-effect of passing in a function pointer is that nir_lower_io is
now aware of and properly allocates space for image uniforms, allowing
us to drop hacks in the backend
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
v2 Reviewed-by: Kenneth Graunke <[email protected]>
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Significantly reduces register pressure in some piglit tests.
Reviewed-by: Jason Ekstrand <[email protected]>
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This method returns the glsl_base_type corresponding to a nir_alu_type.
It will factorize code currently present in fs_nir, that can be reused
in vec4_nir on its upcoming emit_texture support.
Reviewed-by: Jason Ekstrand <[email protected]>
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This enables NIR pass "lower_vec_to_movs" on shaders that work on vec4.
Reviewed-by: Jason Ekstrand <[email protected]>
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Disables nir_lower_alu_to_scalar when the shader stage being processed work
on vec4 vectors, like the upcoming NIR->vec4 backend.
Reviewed-by: Jason Ekstrand <[email protected]>
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This implementation is based on the current URB setup in vec4_visitor, which
requires the output register to be stored in the output_reg array at variable's
original shader location index. But since nir_lower_io() pass uses the value
in var->data.driver_location, we need to put there var->data.location instead,
prior to calling nir_lower_io(), so that we end up with the correct index
in const_index[0].
The driver_location is not used at all, so this patch also disables the
nir_assign_var_locations pass on non-scalar shaders.
Reviewed-by: Jason Ekstrand <[email protected]>
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Upcoming NIR->vec4 pass can benefit from this method, so lets move it up.
Reviewed-by: Jason Ekstrand <[email protected]>
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Similar to fs_nir backend, a nir_local_values map will be filled with
newly allocated registers as the load_const instrinsic instructions are
processed. Later, get_nir_src() will fetch the registers from this map
for sources that are ssa.
Reviewed-by: Jason Ekstrand <[email protected]>
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In the vec4 backend we want uniform locations to be assigned consecutively
since that way the offsets produced by nir_lower_io are exactly what we
need to implement nir_intrinsic_load_uniform. Otherwise we would need a
mapping to match the output of nir_lower_io to the actual uniform registers
we need to use.
Reviewed-by: Jason Ekstrand <[email protected]>
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The current implementation operates in scalar mode only, so add a vec4
mode where types are padded to vec4 sizes.
This will be useful in the i965 driver for its vec4 nir backend
(and possbly other drivers that have vec4-based shaders).
Reviewed-by: Jason Ekstrand <[email protected]>
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The upcoming introduction of NIR->vec4 pass will require that some NIR
lowering passes are enabled/disabled depending on the type of shader
(scalar vs. vector).
With this patch we pass a 'is_scalar' variable to the process of
constructing the NIR, to let an external context decide how the shader
should be handled.
Reviewed-by: Jason Ekstrand <[email protected]>
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Before, we would use registers, but set a magical "parent_instr" field
to indicate that it was actually purely an SSA value (i.e., it wasn't
involved in any phi nodes). Instead, just use SSA values directly, which
lets us get rid of the hack and reduces memory usage since we're not
allocating a nir_register for every value. It also makes our handling of
load_const more consistent compared to the other instructions.
Reviewed-by: Jason Ekstrand <[email protected]>
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We already don't convert constants out of SSA, and in our backend we'd
like to have only one way of saying something is still in SSA.
The one tricky part about this is that we may now leave some undef
instructions around if they aren't part of a phi-web, so we have to be
more careful about deleting them.
v2: rename and flip meaning of flag (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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Matt, Jason, and I haven't found this useful in a long time.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This makes the SSA definitions use sequential numbers (0, 1, 2, ...)
instead of seemingly random ones. There's not much point normally,
but it makes debug output much easier to read.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Previously, the prog_to_nir pass was directly generating uniform load/store
intrinsics. This converts it to use a single giant "parameters" variable
and we now depend on lowering to get the uniform load/store intrinsics.
One advantage of this is that we now have one code-path after we do the
initial conversion into NIR.
No shader-db changes.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we translated into NIR and did all the optimizations and
lowering as part of running fs_visitor. This meant that we did all of
that work twice for fragment shaders - once for SIMD8, and again for
SIMD16. We also had to redo it every time we hit a state based
recompile.
We now generate NIR once at link time. ARB programs don't have linking,
so we instead generate it at ProgramStringNotify time.
Mesa's fixed function vertex program handling doesn't bother to inform
the driver about new programs at all (which is rather mean), so we
generate NIR at the last minute, if it hasn't happened already.
shader-db runs ~9.4% faster on my i7-5600U, with a release build.
v2: Check NirOptions != NULL in ProgramStringNotify(). Don't bother
using _mesa_program_enum_to_shader_stage as we already know it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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