| Commit message (Collapse) | Author | Age | Files | Lines |
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See commit 2b7a972e for the Coccinelle script.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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See commits 5067506e and b6109de3 for the Coccinelle script.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Kristian Høgsberg <[email protected]>
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The docs say that we shouldn't need this workaround for gen8+, but just
removing it, causes gpu hangs. We'll revisit this, but for now, just
extend the workaround to gen9.
Signed-off-by: Damien Lespiau <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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SKL moves the GS threadcount to dw8 from dw7, and no longer does the
divide by 2 thing.
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Tested-by: Kristian Høgsberg <[email protected]>
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This patch fixes this build error with G++ <= 4.6.
CXX test_vf_float_conversions.o
test_vf_float_conversions.cpp: In function ‘unsigned int f2u(float)’:
test_vf_float_conversions.cpp:63:20: error: expected primary-expression before ‘.’ token
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86939
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The case-range extension is available in clang and gcc at least back to
3.4.0.
Signed-off-by: Chris Forbes <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
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This was an oversight in the original patch. When PolygonMode is
used, then front faces, back faces, or both may be rendered as
points and are affected by point sprite state.
Note that SNB/IVB can't actually be fully conformant here, for
a legacy context -- we don't have separate sets of pointsprite
enables for front and back faces. Haswell ignores pointsprite
state correctly in hardware for non-point rasterization, so can
do this correctly, but it doesn't seem worth it.
Signed-off-by: Chris Forbes <[email protected]>
Cc: "10.4" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86764
Reviewed-by: Matt Turner <[email protected]>
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Dead code elimination was eating the Y offset.
Fixes the piglit test:
spec/ARB_gpu_shader5/arb_gpu_shader5-interpolateAtOffset-nonconst
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Safe from causing optimization loops, since we don't constant propagate
VF arguments.
(for this and the previous patch):
total instructions in shared programs: 4289075 -> 4271932 (-0.40%)
instructions in affected programs: 1616779 -> 1599636 (-1.06%)
Reviewed-by: Ian Romanick <[email protected]>
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The LINE instruction performs a multiply-add instruction (a * b + c)
where b and c are scalar arguments. It reads b and c from offsets in
src0 such that you can load them (it they're representable) as a
vector-float immediate with a single instruction.
Hurts some programs, but that'll all get better once we CSE the
vector-float MOVs in the next patch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77544
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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The PRMs say that
<src0> region must be a replicated scalar
(with HorzStride = VertStride = 0).
but apparently that doesn't actually apply to all generations. I did
notice when implementing the optimization later in this series that G45
and ILK needed this regioning.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The GS has an interesting use for mul. Because the GS can emit multiple
vertices per input vertex, and it also has a unique count at the top of the URB
payload, the GS unit needs to be able to dynamically specify URB write offsets
(relative to the global offset). The documentation in the function has a very
good explanation from Paul on the mechanics.
This fixes around 2000 piglit tests on BSW.
v2:
Reworded commit message (Ben) no mention of CHV (Matt)
Change SHRT_MAX to USHRT_MAX (Ken, and Matt)
Update comment in code to reflect the use of UW (Ben)
Add Gen7+ assertion for the relevant GS code, since it won't work on Gen6- (Ken)
Drop the bogus hunk in emit_control_data_bits() (Ken)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=84777 (with many dupes)
Cc: "10.4 10.3 10.2" <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This was supposed to be part of the previous commit.
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And move it above its first use in brw_fs_generator.cpp.
Reviewed-by: Jason Ekstrand <[email protected]>
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Jason realized that we could fix the result of the CMP instruction on
Gen <= 5 by doing -(result & 1). Also do the resolves in the vec4
backend before use, rather than when the bool was created. The FS does
this and it saves some unnecessary resolves.
On Ironlake:
total instructions in shared programs: 4289762 -> 4287277 (-0.06%)
instructions in affected programs: 619430 -> 616945 (-0.40%)
Reviewed-by: Jason Ekstrand <[email protected]>
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This is a revert of commit 4656c14e ("i965/fs: Change the type of
booleans to UD and emit correct immediates") plus some small additional
fixes, like casting ctx->Const.UniformBooleanTrue to int and changing UD
to D in the ir_unop_b2f cases. Note that it's safe to leave 0x3f800000
as UD and as a literal it's more recognizable than 1065353216.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Three source instructions cannot directly source a packed vec4 (<0,4,1>
regioning) like vec4 uniforms, so we emit a MOV that expands the vec4 to
both halves of a register.
If these uniform values are used by multiple three-source instructions,
we'll emit multiple expansion moves, which we cannot combine in CSE
(because CSE emits moves itself).
So emit a virtual instruction that we can CSE.
Sometimes we demote a uniform to to a pull constant after emitting an
expansion move for it. In that case, recognize in opt_algebraic that if
the .file of the new instruction is GRF then it's just a real move that
we can copy propagate and such.
total instructions in shared programs: 5822418 -> 5812335 (-0.17%)
instructions in affected programs: 351841 -> 341758 (-2.87%)
Reviewed-by: Kenneth Graunke <[email protected]>
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BRW_NEW_VERTICES is flagged every time we draw a primitive. Having
the brw_vs_prog atom depend on BRW_NEW_VERTICES meant that we had to
compute the VS program key and do a program cache lookup for every
single primitive. This is painfully expensive.
The workaround bit computation is almost entirely based on the vertex
attribute arrays (brw->vb.inputs[i]), which are set by brw_merge_inputs.
The only thing it uses the VS program for is to see which VS inputs are
actually read. brw_merge_inputs() happens once per primitive, and can
safely look at the currently bound vertex program, as it doesn't change
in the middle of a draw.
This patch moves the workaround bit computation to brw_merge_inputs(),
right after assigning brw->vb.inputs[i], and stores the previous WA bit
values in the context. If they've actually changed from the last draw
(which is uncommon), we signal that we need a new vertex program,
causing brw_vs_prog to compute a new key.
Improves performance in Gl32Batch7 by 13.6123% +/- 0.739652% (n=166)
on Haswell GT3e. I'm told Baytrail shows similar gains.
v2: Introduce a new BRW_NEW_VS_ATTRIB_WORKAROUNDS dirty bit, rather
than reusing BRW_NEW_VERTEX_PROGRAM (suggested by Chris Forbes).
This prevents unnecessary re-emission of surface/sampler related
atoms (and an SOL atom on Sandybridge).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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These stopped being necessary in commit ab973403e445cd8211dba4e87e0.
v2: Update commit message with a better explanation (thanks to Eric
Anholt for doing the git archaeology).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We don't access brw->vertex_program or ctx->_Shader since the previous
commit, so we don't need this dirty bit.
I think it's still necessary on Gen6 because it still conflates
constant uploading with unit state uploading. We can fix that later.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We use IEEE mode for GLSL programs, but need to use ALT mode for ARB
programs so that 0^0 == 1. The choice is based entirely on the shader
source language.
Previously, our code to determine which mode we wanted was duplicated
in 8 different places (VS and FS for Gen4-5, Gen6, Gen7, and Gen8).
The ctx->_Shader->CurrentProgram[stage] == NULL check was confusing
as well - we use CurrentProgram (non-derived state), but _Shader
(derived state). It also relies on knowing that ARB programs don't
use gl_shader_program structures today. The compiler already makes
this assumption in a few places, but I'd rather keep that assumption
out of the state upload code.
With this patch, we select the mode at compile time, and store that
choice in prog_data. The state upload code simply uses that decision.
This eliminates a BRW_NEW_*_PROGRAM dependency in the state upload code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Commit c0347705 changed the Gen6-7 code to use ctx->_Shader rather than
ctx->Shader, but neglected to change the Gen4-5 or Gen8+ code.
This might fix SSO related bugs, but ALT mode is only used for ARB
programs, so if there's an actual problem, it's likely no one would
run into it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The "Pixel Shader Computed Depth Mode" value is entirely based on the
shader program, so we can easily do it at compile time. This avoids the
if+switch on every 3DSTATE_WM (Gen7)/3DSTATE_PS_EXTRA (Gen8+) upload,
and shares a bit more code.
This also simplifies the PMA stall code, making it match the formula
more closely, and drops a BRW_NEW_FRAGMENT_PROGRAM dependency. (Note
that the previous comment was wrong - the code and the documentation
have != PSCDEPTH_OFF, not ==.)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We shouldn't receive variables with invalid locations set - adding these
assertions should help catch problems before they cause crashes later.
Inspired by similar code in st_glsl_to_tgsi.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Half gives you the second half of a SIMD16 register, but if the register
is a uniform it would incorrectly give you the next register.
Reviewed-by: Jason Ekstrand <[email protected]>
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The state upload code was incorrectly shifting the attribute swizzles. The
effect of this is we're likely to get the default swizzle values, which disables
the component.
This doesn't technically fix any bugs since Skylake support is still disabled by
default (no PCI IDs).
While here, since VARYING_SLOT_MAX can be greater than the number of attributes
we have available, add a warning to the code to make sure we never do the wrong
thing (and hopefully prevent further static analysis from finding this).
Admittedly I am a bit confused. It seems to me like the moment a user has
greater than 8 varyings we will hit this condition. CC Ken to clarify.
v2: Forgot to git add the warning message in v1
v3: Change the > 31 varyings to an assertion (Ken)
Reported-by: Ilia Mirkin <[email protected]> (via Coverity)
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86939
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ben Widawsky <[email protected]>
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Vertex color clamping is only relevant if the shader writes to
the built-in gl_[Secondary]{Front,Back}Color varyings. Otherwise,
brw_vs_prog_key::clamp_vertex_color is never used, so we can simply
leave it set to 0.
This enables us to correctly predict the clamp_vertex_color key value
in the precompile for shaders which don't use those varyings.
Eliminates virtually all VS recompiles in Serious Sam 3's intro.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Vertex color clamping only applies to gl_[Secondary]{Front,Back}Color,
which are compatibility-only built-in varyings. We only support GS in
core profile, so they can't exist in geometry shaders.
We can drop several dirty bits from the GS program key - they're
unnecessary for a core profile implementation.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Vertex color clamping only applies to a few specific built-ins: COL0/1
and BFC0/1 (aka gl_[Secondary]{Front,Back}Color). It seems weird to
handle special cases in a function called emit_generic_urb_slot().
emit_urb_slot() is all about handling special cases, so it makes more
sense to handle this there.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Requested by Matt Turner.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This is really far removed from the API; we should just use C types.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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With fs_visitor/fs_generator being reused for SIMD8 VS/GS programs,
we're running into weird #include patterns, where scalar code #includes
brw_vec4.h and such.
Program keys aren't really related to SIMD4X2/SIMD8 execution - they
mostly capture NOS for a particular shader stage. Consolidating them
all in one place that's vec4/scalar neutral should help avoid problems.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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It's been merged into brw_state_flags::brw for simplicity and
efficiency.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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I put the BRW_NEW_*_PROG_DATA flags at the beginning so that
brw_state_cache.c can still continue using 1 << brw_cache_id.
I also added a comment explaining the difference between
BRW_NEW_*_PROG_DATA and BRW_NEW_*_PROGRAM, as it took me a long time
to remember it.
Non-mechanical changes:
- brw_state_cache.c and brw_ff_gs.c now signal .brw, not .cache.
- brw_state_upload.c - INTEL_DEBUG=state changes.
- brw_context.h - bit definition merging.
v2: Correct the explanation of BRW_NEW_*_PROG_DATA to mention
state-based recompiles, and nix the "proper subset" claim,
as it's false. (Caught by Kristian Høgsberg).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Now that we've moved a bunch of CACHE_NEW_* bits to BRW_NEW_*, the only
ones that are left are legitimately related to the program cache. Yet,
it seems a bit wasteful to have an entire bitfield for only 7 bits.
State upload is one of the hottest paths in the driver. For each atom
in the list, we call check_state() to see if it needs to be emitted.
Currently, this involves comparing three separate bitfields (mesa, brw,
and cache). Consolidating the brw and cache bitfields would save a
small amount of CPU overhead per atom. Broadwell, for example, has
57 state atoms, so this small savings can add up.
CACHE_NEW_*_PROG covers the brw_*_prog_data structures, as well as the
offset into the program cache BO (prog_offset). Since most uses refer
to brw_*_prog_data, I decided to use BRW_NEW_*_PROG_DATA as the name.
Removing "cache" completely is a bit painful, so I decided to do it in
several patches for easier review, and to separate mechanical changes
from manual ones. This one simply renames things, and was made via:
$ for file in *.[ch]; do
sed -i -e 's/CACHE_NEW_\([A-Z_\*]*\)_PROG/BRW_NEW_\1_PROG_DATA/g' \
-e 's/BRW_NEW_WM_PROG_DATA/BRW_NEW_FS_PROG_DATA/g' $file
done
Note that BRW_NEW_*_PROG_DATA is still in .cache, not .brw!
The next patch will remedy this flaw. It will also fix the
alphabetization issues.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Acked-by: Matt Turner <[email protected]>
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This was added in September 2013 when we first implemented the fast
(but lower quality) derivatives. A quick Google search didn't turn
up anyone using or recommending the option, so I suspect no one does.
Applications that want to control the quality of their derivatives can
use the new GL_ARB_derivative_control extension, or use the glHint
mechanism. The driconf option seems superfluous.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Note from Ken:
"We used to use the return value to indicate whether software
fallbacks were necessary, but we haven't in years."
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Improves 359 shaders by >=10%
114 shaders by >=20%
91 shaders by >=30%
82 shaders by >=40%
22 shaders by >=50%
4 shaders by >=60%
2 shaders by >=80%
total instructions in shared programs: 5845346 -> 5822422 (-0.39%)
instructions in affected programs: 364979 -> 342055 (-6.28%)
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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