| Commit message (Collapse) | Author | Age | Files | Lines |
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According to the hardware docs a DC flush is sufficient to make
CS_STALL happy, there's no need to add STALL_AT_SCOREBOARD whenever
it's present.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This will make sure that we recalculate the URB layout anytime the URB
size is modified by the L3 partitioning code.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This stores the result of can_do_pipelined_register_writes() in the
context struct so we can find out later whether LRI can be used to
program the L3 configuration.
v2:
* Split change of gen check in can_do_pipelined_register_writes (jljusten)
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Allow for pipelined register writes for gen < 7.
v2:
* Split from another patch and adjust comment (jljusten)
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This commit pushes makes uniform offsets be terms of bytes starting with
nir_lower_io. They get converted to be in terms of vec4s or floats when we
cram them in the UNIFORM register file but reladdr remains in terms of
bytes all the way down to the point where we lower it to a pull constant
load.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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The one and only place where the FS backend allows reladdr is on uniforms.
For locals, inputs, and outputs, we lower it away before the backend ever
sees it. This commit gets rid of the dead indirect handling code.
Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "11.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92909
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, the VS_OPCODE_PULL_CONSTANT_LOAD opcode operated on
vec4-aligned byte offsets on Iron Lake and below and worked in terms of
vec4 offsets on Sandy Bridge. On Ivy Bridge, we add a new *LOAD_GEN7
variant which works in terms of vec4s. We're about to change the GEN7
version to work in terms of bytes, so this is a nice unification.
Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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It is legal to have a texture view of a single layer from a 2D array texture;
you can sample from it, or render to it. Intel hardware needs to be made aware
when it is using a 2d array surface in the surface state. The texture view is
just a 2d surface with the backing miptree actually being a 2d array surface.
This caused the previous code would not set the right bit in the surface state
since it wasn't considered an array texture.
I spotted this early on in debug but brushed it off because it is clearly not
needed on other platforms (since they all pass). I have no idea how this works
properly on other platforms (I think gen7 introduced the bit in the state, but I
am too lazy to check). As such, I have opted not to modify gen7, though I
believe the current code is wrong there as well.
Thanks to Chris for helping me debug this.
v2: Just use the underlying mt's target type to make the array determination.
This replaces a bug in the first patch which was incorrectly relying only
on non-zero depth (not sure how that had no failures). (Ilia)
Cc: Chris Forbes <[email protected]>
Reported-by: Mark Janes <[email protected]> (Jenkins)
References: https://www.opengl.org/registry/specs/ARB/texture_view.txt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92609
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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From the 3DSTATE_URB_DS documentation:
"Project: IVB, HSW
If Domain Shader Thread Dispatch is Enabled then the minimum number of
handles that must be allocated is 10 URB entries."
"Project: BDW+
If Domain Shader Thread Dispatch is Enabled then the minimum number of
handles that must be allocated is 34 URB entries."
When the HS is run in SINGLE_PATCH mode (the only mode we support
today), there is no minimum for HS - it's just zero.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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For now, this just splits the existing code to disable these stages into
separate atoms/files. We can then replace it with real code.
v2: Bump the render atoms in this patch so it compiles (in my branch,
I'd bumped it in an earlier patch). 61 seems to be the minimum
that works, which doesn't match the old value + the number of atoms
I added in this patch, so apparently we had some slop before.
v3: Actually disable the DS unit on Gen8+.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]> [v1]
Reviewed-by: Matt Turner <[email protected]>
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Both methods provide the same functionality, so one would be
removed.
v2: use _mesa_is_array_texture and not the other way (Brian Paul)
Reviewed-by: Brian Paul <[email protected]>
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v2 (Francisco Jerez):
- Rename HSW_GATHER_CONSTANTS_RESERVED to HSW_GATHER_POOL_ALLOC_MUST_BE_ONE.
- Rename BRW_GATHER_* prefix to HSW_GATHER_CONSTANT_*.
Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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Add missing `const` specifier for pointer pointing to a const struct.
Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Since we're using nir_lower_outputs_to_temporaries to shadow all our
outputs, it's impossible to actually get an indirect store. The code we
had to "handle" this was pretty bogus as it created a register with a
reladdr and then stuffed it in a fixed varying slot without so much as a
MOV. Not only does this not do the MOV, it also puts the indirect on the
wrong side of the transaction. Let's just delete the broken dead code.
Reviewed-by: Kenneth Graunke <[email protected]>
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It's not really buying us anything at this point. It's just a way of
remapping one offset namespace onto another. We can just use the location
namespace the whole way through.
Reviewed-by: Kenneth Graunke <[email protected]>
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Atomic counters and Images were using ctx::Shader that does not take in
to account program pipeline changes, ctx::_Shader must be used for SSO to
work. Commit c0347705 already changed ubo's to use this.
Fixes failures seen with following Piglit test:
arb_separate_shader_object-atomic-counter
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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Surprisingly, this didn't exist at all.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This appeared in brw_vs.c and brw_wm.c, should have appeared in
brw_gs.c, and was soon going to have to be in brw_tcs.c and brw_tes.c as
well.
So, instead, move it to a central location (which has to know about both
struct brw_context and perf_debug()).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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The NVIDIA binary driver and Intel's closed source driver both expose
14 here, rather than the GL minimum of 12. Let's follow suit.
Without this, Shadow of Mordor fails to render correctly and triggers
OpenGL errors:
Mesa: User error: GL_INVALID_VALUE in glBindBufferBase(index=68)
Mesa: User error: GL_INVALID_VALUE in glUniformBlockBinding(block binding 68 >= 60)
There are 5 stages (VS, TCS, TES, GS, FS), and 12 * 5 = 60 is too small.
14 * 5 = 70 will work just fine.
Tapani believes this will also help Alien Isolation.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Acked-by: Tapani Pälli <[email protected]>
Acked-by: Matt Turner <[email protected]>
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The first pass marked dead instructions as opcode = NOP, and a second
pass deleted those instructions so that the live ranges used in the
first pass wouldn't change.
But since we're walking the instructions in reverse order, we can just
do everything in one pass. The only thing we have to do is walk the
blocks in reverse as well.
Reviewed-by: Francisco Jerez <[email protected]>
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Removes dead code from glsl-mat-from-int-ctor-03.shader_test.
Reported-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Correct some occurrences of -ldl and -lpthread to use
$(DLOPEN_LIBS) and $(PTHREAD_LIBS) respectively.
Signed-off-by: Jonathan Gray <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
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When working on tessellation shaders, I created some vec4 virtual
opcodes for creating message headers through a sequence like:
mov(8) g7<1>UD 0x00000000UD { align1 WE_all 1Q compacted };
mov(1) g7.5<1>UD 0x00000100UD { align1 WE_all };
mov(1) g7<1>UD g0<0,1,0>UD { align1 WE_all compacted };
mov(1) g7.3<1>UD g8<0,1,0>UD { align1 WE_all };
This is done in the generator since the vec4 backend can't handle align1
regioning. From the visitor's point of view, this is a single opcode:
hs_set_output_urb_offsets vgrf7.0:UD, 1U, vgrf8.xxxx:UD
Normally, there's no hazard between sources and destinations - an
instruction (naturally) reads its sources, then writes the result to the
destination. However, when the virtual instruction generates multiple
hardware instructions, we can get into trouble.
In the above example, if the register allocator assigned vgrf7 and vgrf8
to the same hardware register, then we'd clobber the source with 0 in
the first instruction, and read back the wrong value in the last one.
It occured to me that this is exactly the same problem we have with
SIMD16 instructions that use W/UW or B/UB types with 0 stride. The
hardware implicitly decodes them as two SIMD8 instructions, and with
the overlapping regions, the first would clobber the second.
Previously, we handled that by incrementing the live range end IP by 1,
which works, but is excessive: the next instruction doesn't actually
care about that. It might also be the end of control flow. This might
keep values alive too long. What we really want is to say "my source
and destinations interfere".
This patch creates new infrastructure for doing just that, and teaches
the register allocator to add interference when there's a hazard. For
my vec4 case, we can determine this by switching on opcodes. For the
SIMD16 case, we just move the existing code there.
I audited our existing virtual opcodes that generate multiple
instructions; I believe FS_OPCODE_PACK_HALF_2x16_SPLIT needs this
treatment as well, but no others.
v2: Rebased by mattst88.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We've apparently always been botching JIP for sequences such as:
do
cmp.f0.0 ...
(+f0.0) break
...
if
...
else
...
endif
...
while
Normally, UIP is supposed to point to the final destination of the jump,
while in nested control flow, JIP is supposed to point to the end of the
current nesting level. It essentially bounces out of the current nested
control flow, to an instruction that has a JIP which bounces out another
level, and so on.
In the above example, when setting JIP for the BREAK, we call
brw_find_next_block_end(), which begins a search after the BREAK for the
next ENDIF, ELSE, WHILE, or HALT. It ignores the IF and finds the ELSE,
setting JIP there.
This makes no sense at all. The break is supposed to skip over the
whole if/else/endif block entirely. They have a sibling relationship,
not a nesting relationship.
This patch fixes brw_find_next_block_end() to track depth as it does
its search, and ignore anything not at depth 0. So when it sees the
IF, it ignores everything until after the ENDIF. That way, it finds
the end of the right block.
I noticed this while reading some assembly code. We believe jumping
earlier is harmless, but makes the EU walk through a bunch of disabled
instructions for no reason. I noticed that GLBenchmark Manhattan had
a shader that contained a BREAK with a bogus JIP, but didn't measure
any performance improvement (it's likely miniscule, if there is any).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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The thread scratch space is thread-local so using the full IA-coherent
stateless surface index (255 since Gen8) is unnecessary and
potentially expensive. On Gen8 and early steppings of Gen9 this is
not a functional change because the kernel already sets bit 4 of
HDC_CHICKEN0 which overrides all HDC memory access to be non-coherent
in order to workaround a hardware bug.
This happens to fix a full system hang when running any spilling code
on a pre-production SKL GT4e machine I have on my desk (forcing all
HDC access to non-coherent from the kernel up to stepping F0 might be
a good idea though regardless of this patch), and improves performance
of the OglPSBump2 SynMark benchmark run with INTEL_DEBUG=spill_fs by
33% (11 runs, 5% significance) on a production SKL GT2 (on which HDC
IA-coherency is apparently functional so it wouldn't make sense to
disable globally).
Reviewed-by: Kristian Høgsberg <[email protected]>
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Unfortunately Gen7 scratch block reads and writes seem to be hardwired
to BTI 255 even on Gen9+ where that index causes the dataport to do an
IA-coherent read or write. This change is required for the next patch
to be correct, since otherwise we would be writing to the scratch
space using non-coherent access and then reading it back using
IA-coherent reads, which wouldn't be guaranteed to return the value
previously written to the same location without introducing an
additional HDC flush in between.
Reviewed-by: Kristian Høgsberg <[email protected]>
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Reviewed-by: Kristian Høgsberg <[email protected]>
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While we correctly set output[] for composite varyings, we set completely
bogus values for output_components[], making emit_urb_writes() output
zeros instead of the actual values.
Unfortunately, our simple approach goes out the window, and we need to
recurse into structs to get the proper value of vector_elements for each
field.
Together with the previous patch, this fixes rendering in an upcoming
game from Feral Interactive.
v2: Use pointers instead of pass-by-mutable-reference (Jason, Matt).
Cc: "11.1 11.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Apparently we have literally no support for FS varying struct inputs.
This is somewhat surprising, given that we've had tests for that very
feature that have been passing for a long time.
Normally, varying packing splits up structures for us, so we don't see
them in the backend. However, with SSO, varying packing isn't around
to save us, and we get actual structs that we have to handle.
This patch changes fs_visitor::emit_general_interpolation() to work
recursively, properly handling nested structs/arrays/and so on.
(It's easier to read with diff -b, as indentation changes.)
When using the vec4 VS backend, this fixes rendering in an upcoming
game from Feral Interactive. (The scalar VS backend requires additional
bug fixes in the next patch.)
v2: Use pointers instead of pass-by-mutable-reference (Jason, Matt).
Cc: "11.1 11.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
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Fixes a warning introduced by commit dcadd855.
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Meta currently does this, but future changes will make this impossible.
Explicitly do it as a step in the patch series now to catch any possible
kinks.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Instead of going through the GL API implementation functions, use the
lower-level functions. This means that we have to keep track of a
pointer to the gl_buffer_object and the gl_vertex_array_object.
This has two advantages. First, it avoids a bunch of CPU overhead in
looking up objects and validing API parameters. Second, and much more
importantly, it will allow us to stop calling _mesa_GenBuffers /
_mesa_CreateBuffers and pollute the buffer namespace (next patch).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Future patches will use the brw_context instead. Keeping this
non-functional change separate should make the function changes easier
to review.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This reverts commit a280e83d71bb046098ed5380cb053318f9e8cf8e.
It breaks INTEL_DEBUG=fs output. For example,
glsl-fs-discard-01.shader_test has 11 instructions but only prints 5.
Acked-by: Matt Turner <[email protected]>
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