| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Kenneth Graunke <[email protected]>
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Initially just checks that sources are non-NULL, which would have
alerted us to the problem fixed by commit 6c846dc5.
Reviewed-by: Kenneth Graunke <[email protected]>
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Will allow annotations to contain error messages (indicating an
instruction violates a rule for instance) that are printed after the
disassembly of the block.
Reviewed-by: Kenneth Graunke <[email protected]>
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Often annotations are identical between sets of consecutive
instructions. We can perhaps avoid some memory allocations by reusing
the previous annotation.
Reviewed-by: Kenneth Graunke <[email protected]>
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It was being memset to 0 previously.
Reviewed-by: Topi Pohjolainen <[email protected]>
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And why did IFF have a destination?
I suspect that once upon a time the disassembler used this information
to know which fields to find the jump targets in. The jump targets have
moved, so the disassembler has to know how to handle these
per-generation anyway.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Add some instructions: illegal, movi, sends, sendsc.
Remove some instructions with reused opcodes: msave, mrestore, push,
pop, goto. I did have some gross code for disassembling opcodes
per-generation, but there's very little meaningful overlap so it's
probably not needed.
Reviewed-by: Kenneth Graunke <[email protected]>
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Otherwise I'll have to add another later in this series.
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FS_OPCODE_GET_BUFFER_SIZE is calculated with a resinfo's sampler message.
This patch adjusts the number of registers written by the opcode
following what the PRM spec says about the number of registers written
by the SIMD8 and SIMD16's writeback messages for sampler messages.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The comment in the code details the restriction. Thanks to Ken for having a very
helpful conversation with me, and spotting the blurb in the link I sent him :P.
There are still stability problems for me on GT4, but this definitely helps with
some of the failures.
v2: Comment fixes
Cc: [email protected]
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Many intrinsics only apply to a particular stage (such as discard).
In other cases, we may want to interpret them differently based on
the stage (such as load_primitive_id or load_input).
The current method isn't that pretty - we handle all intrinsics in
one giant function. Sometimes we assert on stage, sometimes we forget.
Different behaviors are handled via if-ladders based on stage.
This commit introduces new nir_emit_<stage>_intrinsic() functions,
and makes nir_emit_instr() call those. In turn, those fall back to
the generic nir_emit_intrinsic() function for cases they don't want
to handle specially.
This makes it clear which intrinsics only exist in one stage, and makes
it easy to handle inputs/outputs differently for various stages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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A while back, we moved to directly emitting the Gen7+ state when
constructing the binding tables. These flags are only used on
Gen4-6, which emit all the binding table pointers at once.
We gain nothing by having separate flags, so combine them.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Inspired by a patch by Fabian Bieler.
Fabian defined a _3DPRIM_PATCHLIST_0 macro (which isn't actually a valid
topology type); I instead chose to make a macro that takes an argument.
He also took the number of patch vertices from _mesa_prim (which was set
to ctx->TessCtrlProgram.patch_vertices) - I chose to use it directly to
avoid the need for the VBO patch.
v2: Change macro to 0x20 + (n - 1) instead of 0x1F + n to better match
the documentation (suggested by Ian).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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a const
When both fadd and fmul instructions have at least one operand that is a
constant and it is only used once, the total number of instructions can
be reduced from 3 (1 ffma + 2 load_const) to 2 (1 fmul + 1 fadd); because
the constants will be progagated as immediate operands of fmul and fadd.
This patch detects these situations and prevents fusing fmul+fadd into ffma.
Shader-db results on i965 Haswell:
total instructions in shared programs: 6235835 -> 6225895 (-0.16%)
instructions in affected programs: 1124094 -> 1114154 (-0.88%)
total loops in shared programs: 1979 -> 1979 (0.00%)
helped: 7612
HURT: 843
GAINED: 4
LOST: 0
Reviewed-by: Jason Ekstrand <[email protected]>
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Because the next patch will add an optimization that is specific to i965,
we want to move this loweing pass to that driver altogether.
This is safe because i965 is the only consumer.
Reviewed-by: Jason Ekstrand <[email protected]>
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All GLSL IR consumers run this lowering pass so we can move it to the
linker. This moves the pass up quite a bit, but that's the point: it
needs to run before we throw away information about per-component vector
access.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We always pass in shader->ir and we already pass in the shader, so just
drop the exec_list. Most passes either take just a exec_list or a
shader, so this seems more consistent.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Previously, we were assuming that everything read/wrote exactly 1 logical
GRF (1 in SIMD8 and 2 in SIMD16). This isn't actually true. In
particular, the PLN instruction reads 2 logical registers in one of the
components. This commit changes post-RA scheduling to use regs_read and
regs_written instead so that we add enough dependencies.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92770
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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For these nir intrinsics, we emit the same code as
nir_intrinsic_memory_barrier:
* nir_intrinsic_memory_barrier_atomic_counter
* nir_intrinsic_memory_barrier_buffer
* nir_intrinsic_memory_barrier_image
We treat these nir intrinsics as no-ops:
* nir_intrinsic_group_memory_barrier
* nir_intrinsic_memory_barrier_shared
v3:
* Add comment for no-op cases (curro)
v4:
* Moving comment to a separate patch authored by curro
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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The scalar VS backend has never handled float[] and vec2[] outputs
correctly (my original code was broken). Outputs need to be padded
out to vec4 slots.
In fs_visitor::nir_setup_outputs(), we tried to process each vec4 slot
by looping from 0 to ALIGN(type_size_scalar(type), 4) / 4. However,
this is wrong: type_size_scalar() for a float[2] would return 2, or
for vec2[2] it would return 4. This looked like a single slot, even
though in reality each array element would be stored in separate vec4
slots.
Because of this bug, outputs[] and output_components[] would not get
initialized for the second element's VARYING_SLOT, which meant
emit_urb_writes() would skip writing them. Nothing used those values,
and dead code elimination threw a party.
To fix this, we introduce a new type_size_vec4_times_4() function which
pads array elements correctly, but still counts in scalar components,
generating correct indices in store_output intrinsics.
Normally, varying packing avoids this problem by turning varyings into
vec4s. So this doesn't actually fix any Piglit or dEQP tests today.
However, if varying packing is disabled, things would be broken.
Tessellation shaders can't use varying packing, so this fixes various
tcs-input Piglit tests on a branch of mine.
v2: Shorten the implementation of type_size_4x to a single line (caught
by Connor Abbott), and rename it to type_size_vec4_times_4()
(renaming suggested by Jason Ekstrand). Use type_size_vec4
rather than using type_size_vec4_times_4 and then dividing by 4.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Do it in the visitor, like we do for other opcodes.
v2: use const, get rid of useless surf_index temporary (Curro)
Reviewed-by: Francisco Jerez <[email protected]>
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Do it in the visitor, like we do for other opcodes.
v2: use const, get rid of useless surf_index temporary (Curro)
Reviewed-by: Francisco Jerez <[email protected]>
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Right now the generator marks direct surfaces as used but leaves marking of
indirect surfaces to the caller. Just make the callers handle marking in both
cases for consistency.
v2: Use const, do not add unnecessary temporary (Curro)
Reviewed-by: Francisco Jerez <[email protected]>
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Right now the generator marks direct surfaces as used but leaves marking of
indirect surfaces to the caller. Just make the callers handle marking in both
cases for consistency.
Reviewed-by: Francisco Jerez <[email protected]>
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Right now the generator marks direct surfaces as used but leaves marking of
indirect surfaces to the caller. Just make the callers handle marking in both
cases for consistency.
v2: Use const and remove useless surf_index temporary (Curro)
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Ben Widawsky <[email protected]>
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Previously there was a problem in i965 where if 16x MSAA is used then
some of the sample positions are exactly on the 0 x or y axis. When
the MSAA copy blit shader interpolates the texture coordinates at
these sample positions it was possible that it would jump to a
neighboring texel due to rounding errors. It is likely that these
positions would be used on 16x MSAA because that is where they are
defined to be in D3D.
To fix that this patch makes it use interpolateAtOffset in the blit
shader whenever 16x MSAA is used and the GL_ARB_gpu_shader5 extension
is available. This forces it to interpolate the texture coordinates at
the pixel center to avoid these problematic positions.
This fixes ext_framebuffer_multisample-unaligned-blit and
ext_framebuffer_multisample-clip-and-scissor-blit with 16x MSAA on
SKL+.
v2: Use interpolateAtOffset instead of interpolateAtSample
v3: Always try to enable GL_ARB_gpu_shader5 in the shader
[Ian Romanick]
Reviewed-by: Anuj Phogat <[email protected]>
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Previously this extension was only enabled when blitting between two
multisampled buffers. However I don't think it does any harm to just
enable it all the time. The ‘enable’ option is used instead of
‘require’ so that the shader will still compile if the extension isn't
available in the cases where it isn't used. This will make the next
patch simpler because it wants to add another optional extension.
Reviewed-by: Anuj Phogat <[email protected]>
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v2: Fix the x_scale in the shader. Remove the doubts in the commit
message.
Reviewed-by: Anuj Phogat <[email protected]>
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The destination rectangle is now drawn at 4x4 the size and the shader
code to calculate the sample number is adjusted accordingly.
Acked-by: Ben Widawsky <[email protected]>
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In order to accomodate 16x MSAA, the starting sample pair index is now
3 bits rather than 2 on SKL+.
Reviewed-by: Ben Widawsky <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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When 16 samples are used the MCS buffer needs 64 bits per pixel.
Reviewed-by: Ben Widawsky <[email protected]>
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The gen7_surface_msaa_bits function already returns the right values
for 16 samples but it just needs its assert to be relaxed.
Reviewed-by: Ben Widawsky <[email protected]>
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When 16x MSAA is used for sampling with texelFetch the compiler needs
to use a different instruction which passes more arguments for the MCS
data. Previously on skl+ it was unconditionally using this new
instruction. However since 16x MSAA is probably going to be pretty
rare, it is probably worthwhile to avoid using this instruction for
the other sample counts. In order to do that this patch adds a new
member to brw_sampler_prog_key_data to track when a sampler refers to
a buffer with 16 samples.
Note that this isn't done for the vec4 backend because it wouldn't
change how many registers it uses.
Acked-by: Ben Widawsky <[email protected]>
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In order to support 16x MSAA, skl+ has a wider version of ld2dms that
takes two parameters for the MCS data. The MCS data in the response
still fits in a single register so we just need to ensure we copy both
values rather than just the lower one.
Acked-by: Ben Widawsky <[email protected]>
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In order to support 16x MSAA, skl+ has a wider version of ld2dms that
takes two parameters for the MCS data. The MCS data retrieved from the
ld_mcs instruction already returns 4 or 8 registers and is documented
to return zeroes for the mcsh value when the sample count is less than
16.
v2: Use get_lowered_simd_width to fall back to SIMD8 instructions when
the message length would be too long in SIMD16.
Reviewed-by: Ben Widawsky <[email protected]>
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This is the standard pattern used by the other 3D graphics API.
BDW has slots for these values, but they aren't actually used until
SKL. Even though the documentation for BDW says they must be zero, it
doesn't seem to cause any harm to program them anyway.
The comment above for the 8x sample positions says that the hardware
implements centroid interpolation by picking the centre-most sample
that is inside the primitive. That implies that it might be worthwhile
to pick a pattern that includes 0.5,0.5. However by experimentation
this doesn't seem to actually be the case. With the sample positions
in this patch, if I modify the piglit test below so that it instead
reports the centroid position, it reports 0.492188,0.421875 which
doesn't match any of the positions. If I modify the sample positions
so that they include one at exactly 0.5,0.5 it doesn't help and it
reports another position which is even further from the center for
some reason.
arb_gpu_shader5-interpolateAtSample-different
Kenneth Graunke experimented with some other patterns that have a
higher standard deviation but I think after some discussion it was
decided that it would be better to pick the same pattern as the other
graphics API in case there are games that rely on this pattern.
(Based on a patch by Kenneth Graunke)
Cc: Kenneth Graunke <[email protected]>
Reviewed-by: Ben Widawsky <ben at bwidawsk.net>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Equivalent to commit 8ac3b525c but with sel operations. In this case
we select the PredCtrl based on the writemask.
This patch helps on cases like this:
1: cmp.l.f0.0 vgrf40.0.x:F, vgrf0.zzzz:F, vgrf7.xxxx:F
2: cmp.nz.f0.0 null:D, vgrf40.xxxx:D, 0D
3: (+f0.0) sel vgrf41.0.x:UD, vgrf6.xxxx:UD, vgrf5.xxxx:UD
In this case, cmod propagation can't optimize instruction #2, because
instructions #1 and #2 have different writemasks, and we can't update
directly instruction #2 writemask because our code thinks that sel at
instruction #3 reads all four channels of the flag, when it actually
only reads .x.
So, with this patch, the previous case becames this:
1: cmp.l.f0.0 vgrf40.0.x:F, vgrf0.zzzz:F, vgrf7.xxxx:F
2: cmp.nz.f0.0 null:D, vgrf40.xxxx:D, 0D
3: (+f0.0.x) sel vgrf41.0.x:UD, vgrf6.xxxx:UD, vgrf5.xxxx:UD
Now only the x channel of the flag is used, allowing dead code
eliminate to update the writemask at the second instruction:
1: cmp.l.f0.0 vgrf40.0.x:F, vgrf0.zzzz:F, vgrf7.xxxx:F
2: cmp.nz.f0.0 null.x:D, vgrf40.xxxx:D, 0D
3: (+f0.0.x) sel vgrf41.0.x:UD, vgrf6.xxxx:UD, vgrf5.xxxx:UD
So now cmod propagation can simplify out #2:
1: cmp.l.f0.0 vgrf40.0.x:F, attr18.wwww:F, vgrf7.xxxx:F
2: (+f0.0.x) sel vgrf41.0.x:UD, vgrf6.xxxx:UD, vgrf5.xxxx:UD
Shader-db numbers:
total instructions in shared programs: 6235835 -> 6228008 (-0.13%)
instructions in affected programs: 219850 -> 212023 (-3.56%)
total loops in shared programs: 1979 -> 1979 (0.00%)
helped: 1192
HURT: 0
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Detected by Matt Turner while reviewing commit
a59359ecd22154cc2b3f88bb8c599f21af8a3934
Reviewed-by: Matt Turner <[email protected]>
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There is nothing wrong with the code today, but as one modifies the code it
turns out to be not too difficult to mess up the code, and this easy assertion
should catch such driver implementation failures quickly.
Cc: Kristian Høgsberg <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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V3: clamp array index to the correct size (the size of the current array
rather than the inner array) Francisco Jerez.
V2: avoid useless zero-initialization and addition for the first AoA level,
avoid redundant temporary, make use of type_size_scalar(), rename aoa_size
to element_size, assign the indirect indexing temporary directly to
image.reladdr, and replace while loop with a for loop. All suggested
by Francisco Jerez.
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This is hidden behind INTEL_SCALAR_GS=1 for now, as we don't yet support
instanced geometry shaders, and Orbital Explorer's shader spills like
crazy. But the infrastructure is in place, and it's largely working.
v2: Lots of rebasing.
v3: (feedback from Kristian Høgsberg)
- Handle stride and subreg_offset correctly for ATTRs; use a helper.
- Fix missing emit_shader_time_end() call.
- Delete dead code after early EOT in static vertex case to avoid
tripping asserts in emit_shader_time_end().
- Use proper D/UD type in intexp2().
- Fix "EndPrimitve" and "to that" typos.
- Assert that invocations == 1 so we know this is missing.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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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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Jason reworked this so it isn't simply ST_GS anymore...it's either -1
(not enabled) or an actual offset.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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