| Commit message (Collapse) | Author | Age | Files | Lines |
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This is the equivalent of brw_fs_channel_expressions.cpp, which I wanted
for vc4.
v2: Use the nir_src_for_ssa() helper, and another instance of
nir_alu_src_copy().
v3: Drop the non-SSA support. All intended callers will have SSA-only ALU
ops.
v4: Use insert_before, drop stale bcsel/fcsel comment, drop now-unused
unsupported() function, drop lower_context struct.
v5: Completely rename the pass to nir_lower_alu_to_scalar(), add an assert
about weird input_sizes[].
Reviewed-by: Jason Ekstrand <[email protected]>
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There aren't many users yet, but I wanted to do this from my scalarizing
pass.
v2: Constify the src arguments.
Reviewed-by: Jason Ekstrand <[email protected]>
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These also exist in opt_algebraic.cpp.
total NIR instructions in shared programs: 2011430 -> 2011211 (-0.01%)
NIR instructions in affected programs: 42221 -> 42002 (-0.52%)
helped: 198
total i965 instructions in shared programs: 6020553 -> 6020116 (-0.01%)
i965 instructions in affected programs: 84322 -> 83885 (-0.52%)
helped: 394
HURT: 1 (by 1 instruction)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Most of these exist in the GLSL IR algebraic pass already. However,
SSA allows us to find more instances of the patterns.
total NIR instructions in shared programs: 2015593 -> 2011430 (-0.21%)
NIR instructions in affected programs: 124189 -> 120026 (-3.35%)
helped: 604
total i965 instructions in shared programs: 6025505 -> 6018717 (-0.11%)
i965 instructions in affected programs: 261295 -> 254507 (-2.60%)
helped: 1295
HURT: 3
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The first batch removes bonus fnot/inot operations, possibly allowing
other optimizations to better recognize patterns.
The next batch replaces a fadd and constant 0.0 with an fneg - negation
is usually free on GPUs, while addition is not.
total NIR instructions in shared programs: 2020814 -> 2015593 (-0.26%)
NIR instructions in affected programs: 411143 -> 405922 (-1.27%)
helped: 2233
HURT: 214
A few shaders are hurt by a few instructions due to moving neg such
that it has a constant operand, which is then folded, resulting in two
distinct load_consts for x and -x. We can always clean that up later.
total i965 instructions in shared programs: 6035392 -> 6025505 (-0.16%)
i965 instructions in affected programs: 784980 -> 775093 (-1.26%)
helped: 4508
HURT: 2
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The GLSL IR optimization pass contained these; we may as well include
them too.
v2: Fix a >> 0 and a << 0 optimizations (caught by Matt).
No change in the number of NIR instructions on a shader-db run.
total i965 instructions in shared programs: 6035397 -> 6035392 (-0.00%)
i965 instructions in affected programs: 542 -> 537 (-0.92%)
helped: 2 (in glamor)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Matt and I noticed a bunch of "val <- ior a a" operations in a shader,
so we decided to add an algebraic optimization for that. While there,
I decided to add a bunch more of them.
v2: Delete bogus fand/for optimizations (caught by Jason).
total NIR instructions in shared programs: 2023511 -> 2020814 (-0.13%)
NIR instructions in affected programs: 149634 -> 146937 (-1.80%)
helped: 1032
total i965 instructions in shared programs: 6035392 -> 6035397 (0.00%)
i965 instructions in affected programs: 537 -> 542 (0.93%)
HURT: 2
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Matt and I noticed that one of the shaders hurt by INTEL_USE_NIR=1 had
load_input and load_uniform intrinsics repeated several times, with the
same parameters, but each one generating a distinct SSA value. This
made ALU operations on those values appear distinct as well.
Generating distinct SSA values is silly - these are read only variables.
CSE'ing them makes everything use a single SSA value, which then allows
other operations to be CSE'd away as well.
Generalizing a bit, it seems like we should be able to safely CSE any
intrinsics that can be eliminated and reordered. I didn't implement
support for variables for the time being.
v2: Assert that info->num_variables == 0 (requested by Jason).
total NIR instructions in shared programs: 2435936 -> 2023511 (-16.93%)
NIR instructions in affected programs: 2413496 -> 2001071 (-17.09%)
helped: 16872
total i965 instructions in shared programs: 6028987 -> 6008427 (-0.34%)
i965 instructions in affected programs: 640654 -> 620094 (-3.21%)
helped: 2071
HURT: 585
GAINED: 14
LOST: 25
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This should not be a change in behavior, as all current cases that
potentially answer "yes" require SSA.
The next patch will introduce another case that requires SSA.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This allows us to count NIR instructions via shader-db.
Use "run" as normal. The results file will contain both NIR and
assembly.
Then, to generate a NIR report:
./report.py <(grep NIR results/foo) <(grep NIR results/bar)
Or, to generate an i965 report:
./report.py <(grep -v NIR results/foo) <(grep -v NIR results/bar)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This is useful for debugging and looking for optimization opportunities.
It will need to be expanded when we add support for other scalar stages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We want to run CSE and algebraic optimizations again after lowering IO.
Some of the passes in the optimization loop don't handle saturates and
other modifiers, so run it before lowering to source modifiers.
total instructions in shared programs: 6046190 -> 6045768 (-0.01%)
instructions in affected programs: 22406 -> 21984 (-1.88%)
helped: 47
HURT: 0
GAINED: 0
LOST: 0
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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HAVE_DRICOMMON is sufficient since OpenGL must be enabled for DRI.
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Rather than sourcing files with ../dir/file.c which leads to distclean
wiping out ../dir's .deps directory.
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OpenVG is disabled with via autotools.
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Some glapi headers used to be generated from this Makefile.am, but no
longer.
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Apparently $(top_srcdir) is not expanded in a source list when using
subdir-objects, so remove that. It's not clear to me why we were going
to such lengths to prefix each source file anyway.
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Missed in commit 3a4de321.
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Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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According to BSpec the correct number for min_vs_entries is 34 for CHV.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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Change max_wm_threads to match the spec on CHV. The max number of
threads in 3DSTATE_PS is always programmed to 64 and the hardware
internally scales that depending on the GT SKU. So this doesn't
change the max number of threads actually used, but it does affect
the scratch space calculation.
On CHV the old value was too small, so the amount of scratch space
allocated wasn't sufficient to satisfy the actual max number of
threads used.
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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When emitting texturing from indirect texture units, we need to be able to
scratch around in the header message. Since we only do this for >= HSW,
this is ok since there are no MRFs.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj phogat <[email protected]>
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Prior to this commit, the adjust_sampler_state_pointer function took an
extra register that it could use as scratch space. The usual candidate was
the destination of the sampler instruction. However, if that register ever
aliased anything important such as the sampler index, this would scratch
all over important data. Fortunately, the calculation is such that we can
just do it in place and we don't need the scratch space at all.
Reviewed-by: Chris Forbes <[email protected]>
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Previous code semantic was:
. if ff ps will not run a ff stage, then do not output texture coords for this stage
for vs
. if XYZRHW is used (position_t), use only the mode where input coordinates are copied
to the outputs.
Problem is when apps don't give texture inputs. When apps precise PASSTHRU, it means
copy texture coord input to texture coord output if there is such input. The case
where there is no texture coord input wasn't handled correctly.
Drivers like r300 dislike when vs has inputs that are not fed.
Moreover if the app uses ff vs with a programmable ps, we shouldn't look at
what are the parameters of the ff ps to decide to output or not texture
coordinates.
The new code semantic is:
. if XYZRHW is used, restrict to PASSTHRU
. if PASSTHRU is used and no texture input is declared, then do not output
texture coords for this stage
The case where ff ps needs a texture coord input and ff vs doesn't output
it is not handled, and should probably be a runtime error.
This fixes 3Dmark05, which uses ff vs with programmable ps.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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declaration
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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When the shader does indirect addressing on the constants,
we allocate a temporary constant buffer to which we copy
the constants from the app given user constants and
the constants filled in the shader.
This patch makes this buffer be allocated once.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Signed-off-by: Tiziano Bacocco <[email protected]>
Cc: "10.4" <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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Relative addressing needs the constant buffer to get all
the correct constants, even those defined by the shader.
The code to copy the shader constants to the constant buffer
was enabled only for debug build. Enable it always.
Cc: "10.4" <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Since constant indirect adressing is not allowed for ps,
we can remove our code to handle that.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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relative adressing for constants is possible only for vs float
constants.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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The fix is that this line:
"src[s] = tx->regs.vT[s];" is wrong if s doesn't start from 0.
Instead access tx->regs.vT directly when needed.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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Not filling them correctly results in bad padding and later crash.
Reviewed-by: David Heidelberg <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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texcoord for ps < 1_4 should clamp between 0 and 1 the values.
texcrd (texcoord ps 1_4) does not clamp and can be used with
two modifiers _dw and _dz that means the channels are divided
by w or z.
Implement those in shared code, since the same modifiers can be used
for texld ps 1_4.
v2: replace DIV by RCP + MUL
v3: Remove an useless MOV
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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Nothing seems to indicates the negation modifier would be stored in the
instruction flags instead of the source modifier. tx_src_param has
already handled it if it is in the source modifier.
In addition,
when the card supports native integers, the boolean
are stored in 32 bits int and are equal to
0 or 0xFFFFFFFF.
Given 0xFFFFFFFF is NaN if it was a float, better use
UIF than IF.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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This is wine (and windows) behaviour.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Cc: "10.4" <[email protected]>
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