| Commit message (Collapse) | Author | Age | Files | Lines |
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As far as I can tell, Broadwell doesn't need any of the SURFACE_STATE
workarounds for textureGather() bugs, so there's no need to emit
a second set of identical copies.
To keep things simple, just point the gather surface index base to the
same place as the texture surface index base.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Cc: "10.2" <[email protected]>
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Will be used to simplify the handling of large virtual GRFs in SSA form.
Reviewed-by: Topi Pohjolainen <[email protected]>
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"shader_time_add" is a lot more informative than "op152".
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Will simplify the automated conversion if we want to allow compiling the
driver for a single generation.
Reviewed-by: Kristian Høgsberg <[email protected]>
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Running shader-db with INTEL_DEBUG=noann reduces the runtime
from ~90 to ~80 seconds on my machine. It also reduces the disk space
consumed by the .out files from 660 MB (676 on disk) to 343 MB (358 on
disk).
Reviewed-by: Kenneth Graunke <[email protected]>
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This will allow debugging code to dump the IR after an optimization pass
makes progress (the next patch). Only let it open and write to a file if
the effective user isn't root.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Many instructions implicitly update the accumulator on Gen < 6. The instruction
scheduling code just calls add_barrier_deps() for each accumulator access on
these platforms, but a large class of operations don't actually update the
accumulator -- mostly move and logical instructions. Teaching the scheduling
code about this would allow more flexibility to schedule instructions.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77740
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Now that we pass in gl_shader_compiler_options, it makes sense to just
use options->MaxUnrollIterations, rather than passing a separate
parameter.
Half of the invocations already passed options->MaxUnrollIterations,
while the other half passed in a hardcoded value of 32.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This will prevent the two from getting out of sync again.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We stopped doing variable index lowering for uniforms in
a64c1eb9b110f29b8abf803a8256306702629bdc, 5 months after the comment was
added.
Reviewed-by: Kenneth Graunke <[email protected]>
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The next few patches will introduce an optimization that only works when
integers are not represented as floating point values.
v2: Re-word-wrap a line, as requested by Ian Romanick.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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Basically a sed but shaderapi.c and get.c.
get.c => GL_CURRENT_PROGAM always refer to the "old" UseProgram behavior
shaderapi.c => the old api stil update the Shader object directly
V2: formatting improvement
V3 (idr):
* Rebase fixes after a block of code was moved from ir_to_mesa.cpp to
shaderapi.c.
* Trivial reformatting.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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sh->Source is NULL and this will segfault.
Fixes MESA_GLSL=dump with "The Swapper".
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Both the vector and scalar backends now support it natively, so there's
no point in lowering it.
Cc: "10.1" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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This lowering pass will be useful for gallium drivers as well, in order to support
the GL TG4 oddity that is textureGatherOffsets.
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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While we want to be able to print to stdout for glsl_compiler, for
debugging drivers we want to be able to dump to stderr because that's
where other driver debug (like LIBGL_DEBUG) tends to go, and because some
apps actually close stdout to shut up their own messages (such as the X
Server, or NWN).
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This reverts commit 5ceadd29b0af835d741bcf09b9622c628e549ae6.
I rebased and apparently failed to build test.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75355
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Since the enum is marked as packed, it'll still take only one byte.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2:
* Make gl_InvocationID a system value
v3:
* Properly shift from R0.1 into DST.4 by adding
GS_OPCODE_GET_INSTANCE_ID
Signed-off-by: Jordan Justen <[email protected]>
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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function.
This way it can be used anywhere. I need it from the visitor.
Reviewed-by: Paul Berry <[email protected]>
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v2: Reuse the glsl_sampler_dim enum for images. Reuse the
glsl_type::sampler_* fields instead of creating new ones specific
to image types. Reuse the same constructor as for samplers adding
a new 'base_type' argument.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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The compiler for blorp programs likes to emit instructions for
the message construction itself meaning that the generator needs
to skip any such when blorp programs are translated for the hw.
In addition, the binding table control is special for blorp
programs and the generator does not need to update the binding
tables associated with the compiler bookkeeping (this in fact
gets thrown away as the blorp compiler sets the program data
in its own way).
v2 (Paul): do not hardcode the binding table index but use
fs_inst::target instead.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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v2: introduces 'SHADER_OPCODE_TXF_UMS' also for gen8
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Prepares for the introduction of non-compressed multi-sampled
lookup used in the blorp programs.
v2: now also taking into account gen8
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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In my recent zeal to refactor Mesa's handling of the gl_shader_stage
enum, I accidentally wound up with two functions that do the same
thing: _mesa_program_index_to_target(), and
_mesa_shader_stage_to_program().
This patch keeps _mesa_shader_stage_to_program(), since its name is
more consistent with other related functions. However, it changes the
signature so that it accepts an unsigned integer instead of a
gl_shader_stage--this avoids awkward casts when the function is called
from C++ code.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The original intent was that we'd keep a driver-private copy, and there
would be the normal copy for swrast to make use of without the tuning (or
anything more invasive we might do) specific to i965. Only, we don't
generate swrast code any more, because swrast can't render current shaders
anyway. Thus, our private copy is rather a waste, and we can just do our
backend-specific operations on the linked shader.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This reduces confusion since gl_shader::Type is sometimes
GL_SHADER_PROGRAM_MESA but is more frequently
GL_SHADER_{VERTEX,GEOMETRY,FRAGMENT}. It also has the advantage that
when switching on gl_shader::Stage, the compiler will alert if one of
the possible enum types is unhandled. Finally, many functions in
src/glsl (especially those dealing with linking) already use
gl_shader_stage to represent pipeline stages; using gl_shader::Stage
in those functions avoids the need for a conversion.
Note: in the process I changed _mesa_write_shader_to_file() so that if
it encounters an unexpected shader stage, it will use a file suffix of
"????" rather than "geom".
Reviewed-by: Brian Paul <[email protected]>
v2: Split from patch "mesa: Store gl_shader_stage enum in gl_shader objects."
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we had an enum called gl_shader_type which represented
pipeline stages in the order they occur in the pipeline
(i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
inconsistently named functions for converting between it and other
representations:
- _mesa_shader_type_to_string: gl_shader_type -> string
- _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
- _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
- _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
This patch tries to clean things up so that we use more consistent
terminology: the enum is now called gl_shader_stage (to emphasize that
it is in the order of pipeline stages), and the conversion functions are:
- _mesa_shader_stage_to_string: gl_shader_stage -> string
- _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
- _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
- _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
for consistency with the new name for the enum.
Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename the "target" field of _mesa_glsl_parse_state and the
"target" parameter of _mesa_shader_stage_to_string to "stage".
Reviewed-by: Brian Paul <[email protected]>
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Previously, _mesa_glsl_shader_target_name() had an overload for GLenum
and an overload for the gl_shader_type enum, each of which behaved
differently. However, since GLenum is a synonym for unsigned int, and
unsigned ints are often used in place of gl_shader_type (e.g. in loop
indices), there was a big risk of calling the wrong overload by
mistake. This patch gives the two overloads different names so that
it's always clear which one we mean to call.
Reviewed-by: Brian Paul <[email protected]>
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This patch moves following bitfields in to the data structure:
used, assigned, how_declared, mode, interpolation,
origin_upper_left, pixel_center_integer
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now that loop_controls no longer creates normatively bound loops,
there is no need for ir_loop::normative_bound or the
lower_bounded_loops pass.
Reviewed-by: Ian Romanick <[email protected]>
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Previously, all of the back-ends (ir_to_mesa, st_glsl_to_tgsi, and the
i965 fs and vec4 visitors) had nearly identical logic for handling
bounded loops. This replaces the duplicate logic with an equivalent
lowering pass that is used by all the back-ends.
Note: on i965, there is a slight increase in instruction count. For
example, a loop like this:
for (int i = 0; i < 100; i++) {
total += i;
}
would previously compile down to this (vec4) native code:
mov(8) g4<1>.xD 0D
mov(8) g8<1>.xD 0D
loop:
cmp.ge.f0(8) null g8<4;4,1>.xD 100D
(+f0) break(8)
add(8) g5<1>.xD g5<4;4,1>.xD g4<4;4,1>.xD
add(8) g8<1>.xD g8<4;4,1>.xD 1D
add(8) g4<1>.xD g4<4;4,1>.xD 1D
while(8) loop
After this patch, the "(+f0) break(8)" turns into:
(+f0) if(8)
break(8)
endif(8)
because the back-end isn't smart enough to recognize that "if
(condition) break;" can be done using a conditional break instruction.
However, it should be relatively easy for a future peephole
optimization to properly optimize this.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch fixes the three dead code elimination passes and the
VEC4/FS instruction scheduling passes so they leave instructions with
side effects alone.
At some point it might be interesting to have the instruction
scheduler calculate the exact memory dependencies between atomic ops,
but they're rare enough that it seems unlikely that it will make any
practical difference.
Reviewed-by: Paul Berry <[email protected]>
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This avoids a lot of message setup we had to do otherwise. Improves
GLB2.7 performance with register spilling force enabled by 1.6442% +/-
0.553218% (n=4).
v2: Use BRW_PREDICATE_NONE, improve a comment (by Paul).
Reviewed-by: Paul Berry <[email protected]>
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I'm going to be introducing gen7 variants, and the previous naming was
going to get confusing.
Reviewed-by: Paul Berry <[email protected]>
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The maximum number of atomic buffer objects is somewhat arbitrary, we
can change it in the future easily if it turns out it's not enough...
v2: Add comments with the relevant mesa dirty bits. Fix usage of
BRW_NEW_UNIFORM_BUFFER in the GS ABO state atom.
v3: Update binding table layout diagrams.
v4: Resolve conflicts with the recent dynamic surface index assignment changes.
Reviewed-by: Paul Berry <[email protected]>
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v2: Fix GLSL version in which the type became available. Add
contains_atomic() convenience method. Split off atomic counter
comparison error checking to a separate patch that will handle all
opaque types. Include new ir_variable fields for atomic types.
Reviewed-by: Ian Romanick <[email protected]>
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It turns out that nonzero offsets with gsampler2DRect don't work -- they
just return garbage. Work around this by folding the offset into the
coord.
Done as an IR pass rather than yet another hack in the visitors because
it's clear what's going on this way. Can possibly reuse this to replace
the existing txf coord+offset hacks.
V2: Use ir_builder
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Rewrites textureGatherOffsets(s, p, offsets) into
gvec4(
textureGatherOffset(s, p, offsets[0]).w,
textureGatherOffset(s, p, offsets[1]).w,
textureGatherOffset(s, p, offsets[2]).w,
textureGatherOffset(s, p, offsets[3]).w
)
V2: Use ir_builder to be slightly clearer.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Some texturing ops are about to have nonconstant offset support; the
offset in the header in these cases should be zero.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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