| Commit message (Collapse) | Author | Age | Files | Lines |
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constructors.
Reviewed-by: Matt Turner <[email protected]>
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It could be objected that swizzle_for_size() is "faster" than
brw_swizzle_for_size(). It's not measurably better in any reasonable
CPU-bound benchmark on VLV according to the Finnish benchmarking
system (including the SynMark2 DrvShComp shader compilation
benchmark).
Reviewed-by: Matt Turner <[email protected]>
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setup_builtin_uniform_values().
This seemed to be trying to deduce the number of uniform vector
components from the parameter swizzle, but the algorithm would always
give 4 as result. Instead grab the correct number of components from
the GLSL type.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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And make it 16-bit so it packs nicely with the previous field.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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This defines helper functions implementing some common swizzle
transformations that are usually open-coded in the compiler back-end,
causing a lot of clutter. Some optimization passes will become almost
trivial implemented in terms of these functions (e.g.
vec4_visitor::opt_reduce_swizzle()).
Reviewed-by: Matt Turner <[email protected]>
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FS instructions with NIR on i965:
total instructions in shared programs: 2663561 -> 2619051 (-1.67%)
instructions in affected programs: 1612965 -> 1568455 (-2.76%)
helped: 5455
HURT: 12
FS instructions with NIR on g4x:
total instructions in shared programs: 2352633 -> 2307908 (-1.90%)
instructions in affected programs: 1441842 -> 1397117 (-3.10%)
helped: 5463
HURT: 11
FS instructions with NIR on ilk:
total instructions in shared programs: 3997305 -> 3934278 (-1.58%)
instructions in affected programs: 2189409 -> 2126382 (-2.88%)
helped: 8969
HURT: 22
FS instructions with NIR on hsw (snb and ivb were similar):
total instructions in shared programs: 4109389 -> 4109242 (-0.00%)
instructions in affected programs: 109869 -> 109722 (-0.13%)
helped: 339
HURT: 190
No SIMD16 programs were gained or lost on any platform
Reviewed-by: Matt Turner <[email protected]>
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v2: A couple comment clean-ups from Matt
Reviewed-by: Matt Turner <[email protected]>
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v2: Fix the spelling of analyze and re-arrange code for better readability
as per Connor's comments.
v3: Make the naming of things more consistent and add a pile of comments
v4: Stop trying to avoid vectors
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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we are broken against the libdrm 2.4.60 minimum specified,
so fix it for now.
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Fixes MSVC
warning C4090: '=' : different 'const' qualifiers
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Note that GLboolean is an alias for unsigned char, which lacks the
implicit true/false semantics that C++/C99 bool have.
Reviewed-by: Brian Paul <[email protected]>
v2: Change gl_shader::IsES and gl_shader_program::IsES to be bool as
recommended by Ian Romanick.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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reduces from 2664->2656.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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this reduces it from 1088 -> 1080 bytes
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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this just removes 4 bytes from this object.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This removes a hole, and puts the large allocation at the end,
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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These 392->388 and 72->68.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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reduces 40->32
but reduces use in context from 7680->6144.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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gl_program : 1344->1336
gl_shader: 488->472
gl_shader_program: 352->344.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reduces size from 184 to 176 bytes.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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reduces size from 64 to 56 bytes.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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drops 80 bytes to 72.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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drops from 56 to 48 bytes,
drops gl_vertex_array_object from 4584 to 4320 bytes
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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drops size from 520 -> 512 bytes,
which then makes gl_texture_attrib go from 99984 to 98440.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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this drops the size from 52 bytes to 48 bytes.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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drops size from 28 bytes to 20.
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Alex Deucher [email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89670
Reviewed-by: Matt Turner <[email protected]>
Cc: Vinson Lee <[email protected]>
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Fixes a piglit regression
(shaders/glsl-fs-vec4-indexing-temp-dst-in-nested-loop-combined) with
my series for GVN.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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This is currently not a problem because the vec4 visitor happens to
mask out unused components from the destination, but it might become
an issue when we start using atomics without writeback message. In
any case it seems sensible to set it again here because the
consequences of setting the wrong writemask (random graphics memory
corruption) are difficult to debug and can easily go unnoticed.
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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_surface_read.
And calculate the message response size based on the number of
components rather than the other way around. This simplifies their
interface somewhat and allows the caller to request a writeback
message with more than one vector component in SIMD4x2 mode.
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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This was telling the sampler to do texture fetches for *all* channels
in the non-constant surface index case, what could have reduced
throughput unnecessarily when some of the channels were disabled by
control flow.
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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descriptor.
This is going to be useful because the Gen7+ uniform and varying pull
constant, texturing, typed and untyped surface read, write, and atomic
generation code on the vec4 and fs back-end all require the same logic
to handle conditionally indirect surface indices. In pseudocode:
| if (surface.file == BRW_IMMEDIATE_VALUE) {
| inst = brw_SEND(p, dst, payload);
| set_descriptor_control_bits(inst, surface, ...);
| } else {
| inst = brw_OR(p, addr, surface, 0);
| set_descriptor_control_bits(inst, ...);
| inst = brw_SEND(p, dst, payload);
| set_indirect_send_descriptor(inst, addr);
| }
This patch abstracts out this frequently recurring pattern so we can
now write:
| inst = brw_send_indirect_message(p, sfid, dst, payload, surface)
| set_descriptor_control_bits(inst, ...);
without worrying about handling the immediate and indirect surface
index cases explicitly.
v2: Rebase. Improve documentatation and commit message. (Topi)
Preserve UW destination type cargo-cult. (Topi, Ken, Matt)
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Both do_vs_prog and do_gs_prog initialize brw_stage_prog_data::nr_params to
the number of uniform *vectors* required by the shader rather than the number
of uniform components, contradicting the comment. This is inconsistent with
what the state upload code and scalar path expect but it happens to work until
Gen8 because vec4_visitor interprets it as a number of vectors on construction
and later on overwrites its original value with the number of uniform
components referenced by the shader.
Also there's no need to add the number of samplers, they're not actually
passed in as uniforms.
Fixes a memory corruption issue on BDW with SIMD8 VS.
Cc: "10.5" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Several steppings of Skylake fail when using SIMD16 with 3-source
instructions (such as MAD).
This implements WaDisableSIMD16On3SrcInstr and fixes ~190 Piglit
tests.
Based on a patch by Neil Roberts.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
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The places that were checking whether 3-source instructions are
supported have now been combined into a small helper function. This
will be used in the next patch to add an additonal restriction.
Based on a patch by Kenneth Graunke.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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brwContextInit now queries the GPU revision number via a new parameter
for DRM_I915_GETPARAM. This new parameter requires a kernel patch and
a patch to libdrm. If the kernel doesn't support it then it will
continue but set the revision number to -1. The intention is to use
this to implement workarounds that are only needed on certain
steppings of the GPU.
Reviewed-by: Kristian Høgsberg <[email protected]>
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Generate GL_INVALID_OPERATION and return NULL when the buffer object
hasn't been created. All callers expect this.
v2: Use a more concise error message.
Cc: Laura Ekstrand <[email protected]>
Reviewed-by: Laura Ekstrand <[email protected]>
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This should improve the performance of any shaders using the KIL
instruction. I'm a bit surprised we missed this.
Unfortunately, I have not been able to measure any performance
improvements from this patch. It does make ARB_fragment_program
behave similarly to GLSL code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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