| Commit message (Collapse) | Author | Age | Files | Lines |
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dispatch.
The eliminate_find_live_channel optimization eliminates
FIND_LIVE_CHANNEL instructions in cases where control flow is known to
be uniform, and replaces them with 'MOV 0', which in turn unblocks
subsequent elimination of the BROADCAST instruction frequently used on
the result of FIND_LIVE_CHANNEL. This is however not correct in
per-sample fragment shader dispatch because the PSD can dispatch a
fully unlit sample under certain conditions. Disable the optimization
in that case.
Reviewed-by: Jason Ekstrand <[email protected]>
v2: Add devinfo argument to brw_stage_has_packed_dispatch() to
implement hardware generation check.
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On at least Sky Lake, ce0 does not contain the full story as far as enabled
channels goes. It is possible to have completely disabled channels where
the corresponding bits in ce0 are 1. In order to get the correct execution
mask, you have to mask off those channels which were disabled from the
beginning by taking the AND of ce0 with either sr0.2 or sr0.3 depending on
the shader stage. Failure to do so can result in FIND_LIVE_CHANNEL
returning a completely dead channel.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: Francisco Jerez <[email protected]>
[ Francisco Jerez: Fix a couple of typos, add mask register type
assertion, clarify reason why ce0 can have bits set for disabled
channels, clarify that this may only be a problem when thread
dispatch doesn't pack channels tightly in the SIMD thread. Apply
same treatment to Align16 path. ]
Reviewed-by: Francisco Jerez <[email protected]>
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The state register sr0 is really a collection of dwords not a SIMD8
anything. It's much more convenient for brw_sr0_reg to return the
particular dword you're looking for rather than a giant blob you have to
massage into what you want.
Signed-off-by: Jason Ekstrand <[email protected]>
[ Francisco Jerez: Trivial simplification of brw_ud1_reg(). ]
Reviewed-by: Francisco Jerez <[email protected]>
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"intelScreen" is wordy and also doesn't fit our style guidelines.
"screen" is shorter, which is nice, because we use it fairly often.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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I want to use "screen" as the variable name for a struct intel_screen
pointer. This means that we can't use it for __DRIscreen pointers.
Sometimes we called it "screen", sometimes "sPriv", sometimes
"driScrnPriv", and sometimes "psp" (Pointer to Screen Private?).
The last one is particularly confusing because we use "psp" to refer to
the Gen4 PIPELINED_STATE_POINTERS packet as well.
Let's be consistent. "dri_screen" is clear, and it's not used often
enough that I'm worried about the verbosity.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This extension is a combination of AMD_vertex_shader_viewport_index and
AMD_vertex_shader_layer, making it rather trivial to implement.
For gallium I *think* this needs a new cap because of the addition of
support in tessellation evaluation shaders, and since I don't have any
hardware to test it on, I've left that for someone else to wire up.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Given robust access, we should just be returning zeroes if the user gives
us a base pointer that's too big, which is what was happens on a release
build. This was caught by a webgl conformance test for out-of-bounds
draws on servo.
Reviewed-by: Kenneth Graunke <[email protected]>
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This needs to be above the switch on API, as that can return true
(valid to render) before this error check even had a chance to run.
Fixes ESEXT-CTS.draw_elements_base_vertex_tests.invalid_mapped_bos,
which worked before commit 72f1566f90c434c7752d8405193eec68d6743246.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Fixes four ES32-CTS.context_flags.* tests.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This fixes 66 CTS tests on st/mesa.
Cc: 12.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The old comment was a copy and paste mistake. Indent another comment.
Reviewed-by: Roland Scheidegger <[email protected]>
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Regardless of whether GL_MULTISAMPLE is enabled (it's enabled by default)
we should not set the alpha_to_coverage or alpha_to_one flags if the
current drawing buffer does not do MSAA.
This fixes the new piglit gl-1.3-alpha_to_coverage_nop test.
ETQW is a game that enables GL_SAMPLE_ALPHA_TO_COVERAGE without MSAA.
Shrubs along the side of roads were invisible because fragments with
alpha < 0.5 were being discarded (zero coverage).
v2: remove ctx->DrawBuffer != NULL check.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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SPIR-V/Vulkan have a special image type for input attachments
called the subpass type. It has different characteristics than
other images types.
The main one being it can only be an input image to fragment
shaders and loads from it are relative to the frag coord.
This adds support for it to the GLSL types. Unfortunately
we've run out of space in the sampler dim in types, so we
need to use another bit.
v2: Fixup subpass input name (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Note that ASTC support is not actually mandated for this extension to be
exposed.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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From the ARB_gpu_shader5 spec:
The built-in functions interpolateAtCentroid() and interpolateAtSample()
will sample variables as though they were declared with the "centroid"
or "sample" qualifiers, respectively.
When running with persample dispatch forced by the API, we interpolate
anything that isn't flat as if it's qualified by "sample". In order to
keep interpolateAtCentroid() consistent with the "centroid" qualifier, we
need to make interpolateAtCentroid() do sample interpolation instead.
Nothing in the GLSL spec guarantees that the result of
interpolateAtCentroid is uniform across samples in any way, so this is a
perfectly fine thing to do.
Fixes 8 of the new dEQP-VK.pipeline.multisample_interpolation.* Vulkan CTS
tests that specifically validate consistency between the "sample" qualifier
and interpolateAtSample()
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Some apps issue redundant glLoadMatrixf() calls with the same matrix.
Try to avoid setting dirty state in that situation.
This reduces the number of constant buffer updates by about half in
ET Quake Wars.
Tested with Piglit, ETQW, Sauerbraten, Google Earth, etc.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is supposed to be exposed with the GL_KHR_robustness extension,
which we support on ES 2.0 and later. On desktop GL, it's also exposed
by GL_ARB_robustness, which is supported by all drivers ("dummy_true").
so we also allow desktop GL.
Fixes:
- ES32-CTS.robust.robustness.noResetNotification
- ES32-CTS.robust.robustness.loseContextOnReset
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The Vulkan driver sets 3DSTATE_DRAWING_RECTANGLE once to MAX_INT x MAX_INT
at the GPU initialization time and never sets it again. The GL driver sets
it every time the framebuffer changes. Originally, blorp set it to the
size of the drawing area but meant we had to set it back in the Vulkan
driver. Instead, we can easily just do that in the GL driver's blorp_exec
implementation and not set it in blorp core.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Previously, we relied on a driver hook for 3DSTATE_MULTISAMPLE. However,
now that Vulkan and GL use the same sample positions, we can set up
3DSTATE_MULTISAMPLE directly in blorp and delete the driver hook.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Non-16B-aligned pull constant loads are unlikely to be particularly
useful given that you can get roughly the same effect by using
swizzles on the result.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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It might be useful to actually handle this once copy propagation
becomes smarter about register-misaligned offsets.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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A better fix would be to do something along the lines of the FS
back-end spilling code and emit a scratch read before any instruction
that overwrites the register to spill partially due to a non-zero
sub-register offset. In the meantime mark registers used with a
non-zero sub-register offset as no-spill to prevent the spilling code
from miscompiling the program.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This prevents it from trying to propagate a copy through a
register-misaligned region. MOV instructions with a misaligned
destination shouldn't be treated as a direct GRF copy, because they
only define the destination GRFs partially. Also fix the interference
check implemented with is_channel_updated() to consider overlapping
regions with different register offset to interfere, since the
writemask check implemented in the function is only valid under the
assumption that the source and destination regions are aligned
component by component.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Cmod propagation would misoptimize the program if the destination
offset of the generating instruction wasn't exactly the same as the
source region offset of the copy instruction. In preparation for
adding support for sub-GRF offsets to the VEC4 IR.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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register coalesce.
Because the pass already checks that the destination offset of each
'scan_inst' that needs to be rewritten matches 'inst->src[0].offset'
exactly, the final offset of the rewritten instruction is just the
original destination offset of the copy. This is in preparation for
adding support for sub-GRF offsets to the VEC4 IR.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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MOV source.
In preparation for adding support for sub-GRF offsets to the VEC4 IR.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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check.
In preparation for adding support for sub-GRF offsets to the VEC4 IR.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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For simplicity just assume that two writes to the same GRF with
different sub-GRF offsets will potentially interfere and break the
dependency control chain. This is in preparation for adding sub-GRF
offset support to the VEC4 IR.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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bytes.
This simplifies things slightly and makes the pass more correct in
presence of sub-GRF offsets.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This should also have the side effect of fixing convert_to_hw_regs()
to handle sub-GRF register offsets.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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C.f. 'i965/fs: Print fs_reg::offset field consistently for all
register files.'.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The offset printing code in fs_visitor::dump_instruction() was doing
things differently for sources and destinations and for each register
file -- In some cases it would be added to the base register number
fs_reg::nr, in other cases it would follow the base register separated
with a plus sign, in other cases (uniforms) it would do both (!). The
sub-register offset was also being printed or not rather
inconsistently. Fix it.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Get rid of some leftover redundant arithmetic introduced during the
conversion to byte offsets and sizes that can be simplified easily.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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component() was generally a better alternative because of several
issues set_smear() had:
- It wouldn't take the original stride and offset of the register
into account, which means that set_smear() on the result of
e.g. another set_smear() call or an offset() call would give a
bogus region as result.
- It was an inherently destructive operation. See the
'nir_intrinsic_shader_clock' hunk below for how this could lead to
subtle bugs in cases where set_smear() was called multiple times on
the same register like 'r.set_smear(0), r.set_smear(1)' with the
expectation that each call would return a separate value instead of
a reference to the same subsequently mutated object.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Also changed the argument names since 'src' and 'dst' don't make that
much sense outside of the context of copy propagation.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This makes the function less annoying to use and more accurate -- We
shouldn't propagate a copy into a register region that wasn't fully
contained in the destination of the copy (IOW, a source region that
wasn't fully defined by the copy) just because the number of registers
written and read by each instruction happened to get rounded up to the
same GRF multiple.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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By keeping track of 'offset' in byte units.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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component_size().
Using component_size() is easier and generally more correct because it
takes into account the register type and stride for you.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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No need to unroll the first iteration of the loop manually.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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These were bashing the 'offset' and 'stride' values of several
registers without taking the previous value into account, which
probably didn't matter in practice for optimize_frontfacing_ternary()
because the 'tmp' register already had a known region, but it would
have given the wrong region as result in the other cases in
lower_integer_multiplication(). subscript(..., i) is a more
straightforward way to take the i-th field of a given type from each
channel of a register which should give the right answer as result
regardless of the original 'offset' and 'stride' parameters of the
register region.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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of rounding.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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In the most common case this can now be implemented as a simple
addition because the offset is already encoded as a single scalar
value in bytes.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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This makes the helper function less annoying to use and somewhat more
accurate.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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