| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Urja Rannikko <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Urja Rannikko <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Urja Rannikko <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Urja Rannikko <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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See
https://lists.freedesktop.org/archives/dri-devel/2019-December/247601.html
Write value emphasises that it's just a generic write primitive.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's not a tiler specific initialization; it's a generic GPU-side write
primitive that may be used for tiler reset on midgard.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This is no longer used.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Make sure that the fragment is complete when writing it out.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Signed-off-by: Tomeu Vizoso <[email protected]>
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The algorithm is as described. Nothing fancy here, just need to add some
new code paths depending on which model we're running on.
Tomeu:
- Also disable tiling when !hierarchy and !vertex_count
- Avoid creating polygon lists smaller than the minimum when
vertex_count > 0 but tile size smaller than 16 byte
- Take into account tile size when calculating polygon list size for
!hierarchy
- Allow 0-sized tiles in a single dimension
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Signed-off-by: Tomeu Vizoso <[email protected]>
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We've figured out most of the big pieces, and though it looks faintly
like other Midgards, it's much simpler.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Similarly to how it's already done in the compiler, add a way to express
differences between GPU models that need to be taken into account when
assembling the cmdstream.
Signed-off-by: Tomeu Vizoso <[email protected]>
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Just a bit of cleanup. lower_tex can do this lowering for us, which
should also eliminate some special cases (one less thing to fix if we
ever need texturing in tess/geom/etc, perhaps?)
Closes #2133
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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This was forgotten.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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T720 and earlier need this workaround, so check the quirk before
lowering.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Corresponds to errata #10471, applies to T6xx and T720. Fixed in T760.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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We fetch the info with the new intrinsic and lower with ALU ops for txl
instructions, which seemingly correspond to "TEXGRD" instructions (what
we call textureLod).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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We can stuff this information in as parametrized system values, like we
currently do texture size and SSBO addresses.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Enough trial and error ... just think even *more* Midgard about where
this field might be!
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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The tiler unit in these GPUs is quite different and we haven't reverse
engineered enough of it yet to validate and pretty print it.
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Rather than open-coding checks on gpu_id in the compiler, let's track
quirks applying to whatever we're compiling for, to allow us to manage
the complexity of many heterogenous GPUs in the compiler.
It was discovered that a workaround used on T720 is also required on
T820 (and presumably T830), so let's fix this. This will also decrease
friction as we continue improving T720 support.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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A 'normal' texture op may be emitted in a vertex shader on T720 but it
still doesn't take any derivatives.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This simplifies manipulation of the offsets dramatically, fixing some
UBO access related bugs.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These need to be handled with special care.
Oh, Midgard, you're *extra* special.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The field is more fine-grained than we had assumed.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Eventually, we will want to combine constants across types, but for now
let's not break the world.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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64-bit ops have their own funky swizzles. Let's pack them, both for
native 64-bit sources as well as extended 32-bit sources.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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On newer GPUs, this is a no-op. On older GPUs, this prevents needless
spilling since texture registers are shared with a subset of work
registers.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
Tested-by: Andre Heider <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
Tested-by: Andre Heider <[email protected]>
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We have to disable the fixup.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
Tested-by: Andre Heider <[email protected]>
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We use a different set of texture registers, probably to save hardware.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
Tested-by: Andre Heider <[email protected]>
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Early Midgard uses a different set of texture registers; let's not
hardcode.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
Tested-by: Andre Heider <[email protected]>
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total instructions in shared programs: 3562 -> 3457 (-2.95%)
instructions in affected programs: 575 -> 470 (-18.26%)
helped: 16
HURT: 0
helped stats (abs) min: 1 max: 14 x̄: 6.56 x̃: 10
helped stats (rel) min: 5.71% max: 24.56% x̄: 16.83% x̃: 18.87%
95% mean confidence interval for instructions value: -9.07 -4.06
95% mean confidence interval for instructions %-change: -19.00% -14.66%
Instructions are helped.
total bundles in shared programs: 1846 -> 1830 (-0.87%)
bundles in affected programs: 338 -> 322 (-4.73%)
helped: 16
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 2.50% max: 20.00% x̄: 8.85% x̃: 3.33%
95% mean confidence interval for bundles value: -1.00 -1.00
95% mean confidence interval for bundles %-change: -13.02% -4.67%
Bundles are helped.
total quadwords in shared programs: 3191 -> 3144 (-1.47%)
quadwords in affected programs: 606 -> 559 (-7.76%)
helped: 16
HURT: 0
helped stats (abs) min: 1 max: 14 x̄: 2.94 x̃: 3
helped stats (rel) min: 5.17% max: 22.22% x̄: 11.20% x̃: 5.62%
95% mean confidence interval for quadwords value: -4.58 -1.29
95% mean confidence interval for quadwords %-change: -15.16% -7.24%
Quadwords are helped.
total registers in shared programs: 312 -> 303 (-2.88%)
registers in affected programs: 27 -> 18 (-33.33%)
helped: 9
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 33.33% max: 33.33% x̄: 33.33% x̃: 33.33%
95% mean confidence interval for registers value: -1.00 -1.00
95% mean confidence interval for registers %-change: -33.33% -33.33%
Registers are helped.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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total instructions in shared programs: 3457 -> 3431 (-0.75%)
instructions in affected programs: 787 -> 761 (-3.30%)
helped: 14
HURT: 0
helped stats (abs) min: 1 max: 12 x̄: 1.86 x̃: 1
helped stats (rel) min: 1.01% max: 11.11% x̄: 9.22% x̃: 11.11%
95% mean confidence interval for instructions value: -3.55 -0.16
95% mean confidence interval for instructions %-change: -11.41% -7.03%
Instructions are helped.
total bundles in shared programs: 1830 -> 1826 (-0.22%)
bundles in affected programs: 279 -> 275 (-1.43%)
helped: 2
HURT: 0
total quadwords in shared programs: 3144 -> 3121 (-0.73%)
quadwords in affected programs: 645 -> 622 (-3.57%)
helped: 13
HURT: 0
helped stats (abs) min: 1 max: 11 x̄: 1.77 x̃: 1
helped stats (rel) min: 2.09% max: 16.67% x̄: 12.61% x̃: 14.29%
95% mean confidence interval for quadwords value: -3.45 -0.09
95% mean confidence interval for quadwords %-change: -15.43% -9.79%
Quadwords are helped.
total registers in shared programs: 303 -> 301 (-0.66%)
registers in affected programs: 14 -> 12 (-14.29%)
helped: 2
HURT: 0
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Not much of a difference but slightly better and slightly less
arbitrary.
total instructions in shared programs: 3560 -> 3559 (-0.03%)
instructions in affected programs: 44 -> 43 (-2.27%)
helped: 1
HURT: 0
total bundles in shared programs: 1844 -> 1843 (-0.05%)
bundles in affected programs: 23 -> 22 (-4.35%)
helped: 1
HURT: 0
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's now unused, in favour of LCRA.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Pretty routine, we do have a hack to force swizzle alignment for !32-bit
for until we implement !32-bit the right way.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This is less complicated than previously thought. Note we have no way of
specifying the work register count for blend shaders; it must be
strictly less than the work register count of the corresponding fragment
shader (which is fine since we force the fragment shader to report a
count of 16 with a blend shader as a major hack until we get register
pressure down for blend shaders).
TODO: pandecode the flags.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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While most load/store operations on 32-bit/vec4 intriniscally, some are
not and have special type-size-dependent semantics for the mask. We need
to convert into this native format.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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We can use the native Midgard ops for this, depending what chip we're
on.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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There are two versions of this opcode, depending what version of the ISA
you're using. I'm not sure if there's a semantic difference; I think
there might be some slight subtleties but it's too early to know at this
stage.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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There aren't texture pipeline registers anymore; instead, space is
shared with work and ldst registers for output and input respectively.
We need to shift the base registers to represent this correctly.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Vertex texturing behaves differently from fragment texturing on some
GPUs.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The meaning of some bits shifts; we need to account for this to print
swizzles sanely.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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