| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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GLCTS SPIR-V tests have this issue.
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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When drawing the main character in Shadow of Mordor, the game appears
to draw Talion with one vertex shader, and the Wraith with another.
If the compiler optimizes those in different ways which lead to slight
imprecisions, then the resulting positions may not line up, leading to
Z-fighting occurring as the game decides which of the two are in front.
brw_nir_opt_peephole_ffma looks at usages of multiply adds across the
entire shader, and may make different decisions between the two, leading
to such imprecisions and Z-fighting. This started happening recently
after a NIR change to eliminate unnecessary MOVs (7025dbe7), but that
change simply exposed the existing problem.
Improves performance on Skylake GT4e by 1.22945% +/- 0.398672% (n=3),
likely due to the fixed rendering.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1985
Fixes: 7025dbe794b ("nir: Skip emitting no-op movs from the builder.")
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Many applications use multi-pass rendering and require their vertex
shader position to be computed the same way each time. Optimizations
may consider, say, fusing a multiply-add based on global usage of an
expression in a shader. But a second shader with the same expression
may have different code, causing that optimization to make the other
choice the second time around.
The correct solution is for applications to mark their VS outputs
'invariant', indicating they need multiple shaders to compute that
output in the same manner. However, most applications fail to do so.
So, we add a new driconf option - vs_position_always_invariant - which
forces the gl_Position output in vertex shaders to be marked invariant.
Fixes: 7025dbe794b ("nir: Skip emitting no-op movs from the builder.")
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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They're not implemented, and not critical to bring up immediately. Avoids
failures in the CTS when nothing gets written to the query.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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We were always ensuring a minimum size of 4 bytes for uniforms
for the case where we don't have any, to account for hardware pre-fetching
of the uniform stream, however, pre-fetching could also lead to to out
of bounds reads when have read the last uniform in the stream, so we
probably want to have the extra 4 bytes to prevent the kernel from
observing invalid memory accesses when the uniform stream sits right at
the end of a page.
This seems to fix MMU exceptions reported with a Linux 5.4 kernel.
Credit goes to Phil Elwell for identifying the problem and narrowing
it down to memory accesses in the uniform stream.
Reported-by: Phil Elwell <[email protected]>
Tested-by: Phil Elwell <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This implementation is loosely based on ROCm.
https://github.com/RadeonOpenCompute/ROCm-Device-Libs/blob/master/ockl/src/wfredscan.cl
This fixes dEQP-VK.subgroups.arithmetic.*.subgroupexclusive* on GFX10.
Fixes: 227c29a80de ("amd/common/gfx10: implement scan & reduce operations")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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When a fragment shader includes an input variable decorated with
SampleId or SamplePosition, sample shading should be enabled
because minSampleShadingFactor is expected to be 1.0.
Cc: 19.2, 19.3 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Add missing required bits. Fixes at least:
dEQP-VK.pipeline.render_to_image.dedicated_allocation.1d.small.r16g16_sint_d24_unorm_s8_uint
dEQP-VK.pipeline.render_to_image.dedicated_allocation.2d.mipmap.r16g16_sint_d24_unorm_s8_uint
dEQP-VK.renderpass.dedicated_allocation.attachment.4.401
dEQP-VK.renderpass2.suballocation.formats.r16_uint.load.draw
dEQP-VK.synchronization.op.single_queue.barrier.write_draw_read_copy_image_to_buffer.image_128x128_r16_uint
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes: aecde2351 "anv: Pre-compute push ranges for graphics pipelines"
Closes: #2136
Reviewed-by: Lionel Landwerlin <[email protected]>
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Most of these will never actually be compiled by windows, but in the
interest of being able to make using struct foo = {}; an error and
avoiding breaking windows removing a handful of safe uses seems like a
good trade off.
Reviewed-by: Kristian H. Kristensen <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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The vertex cache uses the full 48-bit address on Gen11+. See the
documentation for 3DSTATE_VERTEX_BUFFERS, which describes the
workaround and lists it as pre-Icelake.
Interestingly, the docs don't mention index buffers as needing a
workaround at all. So either we've been overzealous, or the docs
never got updated to record that. Which begs the question of whether
the issue there was fixed, if there was one...
Cuts 40% of the PIPE_CONTROLs from Civilization VI's benchmark; appears
that it improves performance by about 1-2% on Icelake 8x8 (not frequency
locked).
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The slices table and most of the other layout fields in the
freedreno_resource moves into fdl_layout.
v2: Changes by anholt to not have duplicate fields, which was introducing
a surprising behavior change in resource layout (using the
level_linear helper before the setup of the shadowed fields)
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Rob Clark <[email protected]>
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This was important for figuring out what went wrong with the layout
refactor.
Acked-by: Rob Clark <[email protected]>
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This gets the worst of the sed required for shared resource layout out of
the way. The texture layout comment is dropped now that we're referencing
the shared header, which has a more complete description.
Acked-by: Rob Clark <[email protected]>
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This will be used for sharing resource layout code between freedreno and
tu. Mostly copied from a commit by Rob, with a new location and the slice
struct renamed for consistency.
Acked-by: Rob Clark <[email protected]>
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Multiple places were doing the same thing to get the tile mode of a level,
so refactor it out. This will make the shared resource helper transition
cleaner.
Acked-by: Rob Clark <[email protected]>
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This factors out a bit of duplicated code, but will also make the shared
resource layout transition process clearer.
Acked-by: Rob Clark <[email protected]>
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This will make it easier to extract the slice table out into a layout
helper.
Acked-by: Rob Clark <[email protected]>
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The algebraic pass was exhibiting O(n^2) behavior in
dEQP-GLES2.functional.uniform_api.random.3 and
dEQP-GLES31.functional.ubo.random.all_per_block_buffers.13 (along with
other code-generated tests, and likely real-world loop-unroll cases).
In the process of using fmul(b2f(x), b2f(x)) -> b2f(iand(x, y)) to
transform:
result = b2f(a == b);
result *= b2f(c == d);
...
result *= b2f(z == w);
->
temp = (a == b)
temp = temp && (c == d)
...
temp = temp && (z == w)
result = b2f(temp);
nir_opt_algebraic, proceeding bottom-to-top, would match and convert
the top-most fmul(b2f(), b2f()) case each time, leaving the new b2f to
be matched by the next fmul down on the next time algebraic got run by
the optimization loop.
Back in 2016 in 7be8d0773229 ("nir: Do opt_algebraic in reverse
order."), Matt changed algebraic to go bottom-to-top so that we would
match the biggest patterns first. This helped his cases, but I
believe introduced this failure mode. Instead of reverting that, now
that we've got the automaton, we can update the automaton's state
recursively and just re-process any instructions whose state has
changed (indicating that they might match new things). There's a
small chance that the state will hash to the same value and miss out
on this round of algebraic, but this seems to be good enough to fix
dEQP.
Effects with NIR_VALIDATE=0 (improvement is better with validation enabled):
Intel shader-db runtime -0.954712% +/- 0.333844% (n=44/46, obvious throttling
outliers removed)
dEQP-GLES2.functional.uniform_api.random.3 runtime
-65.3512% +/- 4.22369% (n=21, was 1.4s)
dEQP-GLES31.functional.ubo.random.all_per_block_buffers.13 runtime
-68.8066% +/- 6.49523% (was 4.8s)
v2: Use two worklists, suggested by @cwabbott, to cut out a bunch of
tricky code. Runtime of uniform_api.random.3 down -0.790299% +/-
0.244213% compred to v1.
v3: Re-add the nir_instr_remove() that I accidentally dropped in v2,
fixing infinite loops.
Reviewed-by: Connor Abbott <[email protected]>
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My motivation was to clarify the changes in the following commit, but
incidentally, it reduces runtime of
dEQP-GLES2.functional.uniform_api.random.3 (an algebraic-heavy
testcase) by -5.39524% +/- 2.21179% (n=15)
Reviewed-by: Connor Abbott <[email protected]>
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In order to have nir_opt_algebraic be able to do further algebraic
work on the output of a replacement, we need to maintain the
automaton's state.
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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If not all bits are cleared, then BLT needs to be given the current clear
value and not the new one.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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loop.
Fixes:
Wolfenstein:Youngblood (w/o shader_ballot)
dEQP-VK.descriptor_indexing.combined_image_sampler_in_loop_with_lod
Reviewed-by: Rhys Perry <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-By: Timur Kristóf <[email protected]>
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I don't think the bug applies for global/scratch instructions and
load_barycentric_at_sample selection expects this feature to work.
Fixes various dEQP-VK.pipeline.multisample_interpolation.* tests on GFX10.
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-By: Timur Kristóf <[email protected]>
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Still no capture/replay or multi device support.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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