| Commit message (Collapse) | Author | Age | Files | Lines |
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This function is used to test if we need to do per sample shading or
per fragment shading.
V2: Use MAX2() to make sure the function returns a number >= 1.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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New builtins added by GL_ARB_sample_shading:
in vec2 gl_SamplePosition
in int gl_SampleID
in int gl_NumSamples
out int gl_SampleMask[]
V2: - Use SWIZZLE_XXXX for STATE_NUM_SAMPLES.
- Use "result.samplemask" in arb_output_attrib_string.
- Add comment to explain the size of gl_SampleMask[] array.
- Make gl_SampleID and gl_SamplePosition system values.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Number of samples will be required in fragment shader program by new
GLSL builtin uniform "gl_NumSamples".
V2: Use "state.numsamples" in place of "state.num.samples"
Use _NEW_BUFFERS flag in place of _NEW_MULTISAMPLE
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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New functions added by GL_ARB_sample_shading:
glMinSampleShadingARB()
New enums:
GL_SAMPLE_SHADING_ARB
GL_MIN_SAMPLE_SHADING_VALUE_ARB
V2: Update comments.
Create new GL4x.xml.
Remove redundant code in get.c.
Update the API_XML list in Makefile.am.
Add extra_gl40_ARB_sample_shading predicate to get.c.
V3:
Fix make check failure.
Add checks for desktop GL.
Use GLfloat in place of GLclampf in glMinSampleShading().
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
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This patch implements the common support code required for the
GL_ARB_sample_shading extension.
V2: Move GL_ARB_sample_shading to ARB extension list.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
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Only one program's instruction count is changed, but a shader in Tropics
is also affected.
instructions in affected programs: 326 -> 320 (-1.84%)
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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total instructions in shared programs: 1409124 -> 1406971 (-0.15%)
instructions in affected programs: 158376 -> 156223 (-1.36%)
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Helps a lot of Steam games.
total instructions in shared programs: 1409360 -> 1409124 (-0.02%)
instructions in affected programs: 20842 -> 20606 (-1.13%)
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This only operates on constant/uniform values for now, because otherwise I'd
have to deal with killing my available CSE entries when assignments happen,
and getting even this working in the tree ir was painful enough.
As is, it has the following effect in shader-db:
total instructions in shared programs: 1524077 -> 1521964 (-0.14%)
instructions in affected programs: 50629 -> 48516 (-4.17%)
GAINED: 0
LOST: 0
And, for tropics, that accounts for most of the effect, the FPS
improvement is 11.67% +/- 0.72% (n=3).
v2: Use read_only field of the variable, manually check the lod_info union
members, use get_num_operands(), rename cse_operands_visitor to
is_cse_candidate_visitor, move all is-a-candidate logic to that
function, and call it before checking for CSE on a given rvalue, more
comments, use private keyword.
Reviewed-by: Paul Berry <[email protected]>
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Prior to the GLSL CSE pass, all of our testing happened to have a freshly
computed temporary in op[1], from the multiply by 16 to get a byte offset.
As of CSE you'll get var_refs of a reused value when you've got multiple
loads from the same offset.
Make a proper temporary for computing our temporary value, to avoid
shifting the value farther and farther down. Avoids a regression in
gs-float-array-variable-index
Reviewed-by: Paul Berry <[email protected]>
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Need to pass a pointer of the base type, not the st type.
Fixes a compiler warning.
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Previously, the write of each 32-bit half might land in separate batch
buffers, which is insane.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This depends on ARB_transform_feedback2, so I've predicated it on the
ability to do register writes.
It also depends on ARB_transform_feedback3, which is the only reason we
couldn't expose it previously.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This extension is written a bit strangely. Although it introduces the
concept of multiple transform feedback streams, it doesn't actually
provide more than a single stream.
The ARB_gpu_shader5 extension is what introduces the ability to write to
streams other than stream #0 and increases the required number of streams.
Since we don't yet support ARB_gpu_shader5, we can safely enable
ARB_transform_feedback3 even though we only support a single stream.
This does provide some useful functionality: applications can now use
more than one interleaved transform feedback buffer.
v2: Only expose the extension if ARB_transform_feedback2 is also
available, to avoid confusing applications (suggested by Ian).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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ARB_transform_feedback3 allows applications to insert blank space
between interleaved varyings by adding fake 1, 2, 3, or 4-component
varyings named gl_SkipComponents[1234].
Mesa's core data structures don't explicitly track these, instead simply
tracking the buffer offset for each real varying. If there is padding
due to gl_SkipComponents, these will not be contiguous.
Our hardware takes the specification quite literally. Instead of
specifying offsets for each varying, it assumes they're all contiguous
and requires you to program fake varyings for each "hole".
This patch adds support for emitting SO_DECL structures for these holes.
Although we've lost the information about exactly how the application
specified their padding (i.e. gl_SkipComponents2, gl_SkipComponents2
vs. a single gl_SkipComponents4), it shouldn't matter. We just need to
emit the right amount of space. This patch emits the minimal number of
hole SO_DECL structures.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Currently, we emit one SO_DECL structure per output, so we use the index
in the Outputs[] array as the index into the so_decl[] array as well.
In order to support the fake "gl_SkipComponents[1234]" varyings from
ARB_transform_feedback3, we'll need to emit SO_DECLs to fill in the
holes between successive outputs. This means we'll likely emit more
SO_DECLs than there are outputs, so we need to count it explicitly.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is a bit shorter.
v2: Mark the temporary const (requested by Ian).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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With Linux 3.12, register writes work on Ivybridge and Baytrail, but not
Haswell. That will be fixed in a future kernel revision, at which point
this extension will automatically be enabled.
v2: Use I915_GEM_DOMAIN_INSTRUCTION for the register read, and also
correctly set the writeable flag when mapping (caught by Eric).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We only want to enable ARB_transform_feedback2 if we can write to
registers from batchbuffers. In order to test that, we need to be able
to submit batches. And for batches to work, we need to program the
initial pipeline state (like PIPELINE_SELECT), which is done from
brw_state_init().
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Implementing the GetTransformFeedbackVertexCount() driver hook allows
the VBO module to call us with the right number of vertices.
The hardware doesn't directly count the number of vertices written by
SOL, so we instead use the SO_NUM_PRIMS_WRITTEN(n) counters and multiply
by the number of vertices per primitive.
Unfortunately, counting the number of primitives generated is tricky:
a program might pause a transform feedback operation, start a second one
with a different object, then switch back and resume. Both transform
feedback operations share the SO_NUM_PRIMS_WRITTEN counters.
To work around this, we save the counter values at Begin, Pause, Resume,
and End. This "bookends" each section where transform feedback is
active for the current object. Adding up differences of pairs gives
us the number of primitives generated. (This is similar to what we
do for occlusion queries on platforms without hardware contexts.)
v2: Fix missing parenthesis in assertion (caught by Eric Anholt).
v3: Reuse prim_count_bo rather than freeing it and immediately
allocating a new one (suggested by Topi Pohjolainen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Renaming it makes it obvious that it isn't used, and the assertion
verifies that the VBO module never passes us such an object.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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DrawTransformFeedback() needs to obtain the number of vertices written
to a particular stream during the last Begin/EndTransformFeedback block.
The new driver hook returns exactly that information.
Gallium drivers already implement this by passing the transform feedback
object to the drawing function, counting the number of vertices written
on the GPU, and using draw indirect. This is efficient, but doesn't
always work:
If vertex data comes from user arrays, then the VBO module needs to
know how many vertices to upload, so we need to synchronously count.
Gallium drivers are currently broken in this case.
It also doesn't work if primitive restart is done in software. For
normal drawing, vbo_draw_arrays() performs software primitive restart,
splitting the draw call in two. vbo_draw_transform_feedback() currently
doesn't because it has no idea how many vertices need to be drawn.
The new driver hook gives it that information, allowing us to reuse
the existing vbo_draw_arrays() code to do everything right.
On Intel hardware (at least Ivybridge), using the draw indirect approach
is difficult since the hardware counts primitives, rather than vertices,
which requires doing some simple math. So we always use this hook.
Gallium drivers will likely want to use this hook in some cases, but
want to use the existing draw indirect approach where possible. Hence,
I've added a flag to allow drivers to opt-in to this call.
v2: Make it possible to implement this hook but only use this path
when necessary (suggested by Marek).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The ARB_transform_feedback2 extension introduces the ability to pause
and resume transform feedback sessions. Although only one can be active
at a time, it's possible to switch between multiple transform feedback
objects while paused.
In order to facilitate this, we need to save/restore the SO_WRITE_OFFSET
registers so that after resuming, the GPU continues writing where it
left off.
This functionality also exists in ES 3.0, but somehow we completely
forgot to implement it.
v2: Reduce alignment from 4096 to 64 (it seemed excessive).
v3: Use I915_GEM_DOMAIN_INSTRUCTION instead of RENDER, for consistency
with other writes. It shouldn't matter on IVB+.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This adds the basic driver hooks to allocate/free the brw variant.
It doesn't contain any additional information yet, but it will soon.
v2: Use the new _mesa_init_transform_feedback_object helper function
(requested by Eric and Ian).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This picks up a missing obj->EverBound = GL_FALSE line, and will catch
any new fields that get added in the future.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Both Gallium and i965 subclass gl_transform_feedback_object, which
requires implementing a custom NewTransformFeedback hook. Creating a
helper function to initialize the fields avoids code duplication and
divergence.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes "warning: cast from pointer to integer of different size" for
64-bit builds.
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Optimizes
cmp.ge.f0(8) null g45<8,8,1>F 0F
(+f0) sel(8) g50<1>F g40<8,8,1>F g10<8,8,1>F
cmp.ge.f0(8) null g45<8,8,1>F 0F
(+f0) sel(8) g51<1>F g41<8,8,1>F g11<8,8,1>F
cmp.ge.f0(8) null g45<8,8,1>F 0F
(+f0) sel(8) g52<1>F g42<8,8,1>F g12<8,8,1>F
cmp.ge.f0(8) null g45<8,8,1>F 0F
(+f0) sel(8) g53<1>F g43<8,8,1>F g13<8,8,1>F
into
cmp.ge.f0(8) null g45<8,8,1>F 0F
(+f0) sel(8) g50<1>F g40<8,8,1>F g10<8,8,1>F
(+f0) sel(8) g51<1>F g41<8,8,1>F g11<8,8,1>F
(+f0) sel(8) g52<1>F g42<8,8,1>F g12<8,8,1>F
(+f0) sel(8) g53<1>F g43<8,8,1>F g13<8,8,1>F
total instructions in shared programs: 1644938 -> 1638181 (-0.41%)
instructions in affected programs: 574955 -> 568198 (-1.18%)
Two more 16-wide programs (in L4D2). Some large (-9%) decreases in
instruction count in some of Valve's Source Engine games. No
regressions.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We'd like to CSE some instructions, like CMP, that often have null
destinations. Instead of replacing them with MOVs to null, just don't
emit the MOV.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This avoids a lot of message setup we had to do otherwise. Improves
GLB2.7 performance with register spilling force enabled by 1.6442% +/-
0.553218% (n=4).
v2: Use BRW_PREDICATE_NONE, improve a comment (by Paul).
Reviewed-by: Paul Berry <[email protected]>
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I'm going to be introducing gen7 variants, and the previous naming was
going to get confusing.
Reviewed-by: Paul Berry <[email protected]>
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We were clearing the reg_offset before trying to use it. Oops. Fixes
glsl-fs-texture2drect with the reg spilling debug enabled.
Reviewed-by: Paul Berry <[email protected]>
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Things blew up when I enabled the debug register spill code without
disabling 16-wide, so I decided to just fix 16-wide spilling.
We still don't generate 16-wide when register spilling happens as part of
allocation (since we expect it to be slower), but now we can experiment
with allowing it in some cases in the future.
Reviewed-by: Paul Berry <[email protected]>
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I believe this will never happen in SIMD8 mode, but it could for SIMD16
when we fix it.
v2: Fix off-by-one in my register counting comment (caught by Paul).
Reviewed-by: Paul Berry <[email protected]> (v1)
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Now that reg spilling generates new vgrfs, we were looping forever if you
ever turned it on.
Instead, move the debug code into the register allocator right near where
we'd be doing spilling anyway, which should more accurately reflect how
register spilling occurs in the wild.
Reviewed-by: Paul Berry <[email protected]>
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I'm going to need to reuse this for fixing register spilling on SIMD16.
Note that BRW_MAX_MRF is 16, which is the same as BRW_MAX_GRF -
GEN7_MRF_HACK_START.
Reviewed-by: Paul Berry <[email protected]>
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This hasn't been true since SIMD16 mode was added.
Reviewed-by: Paul Berry <[email protected]>
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Fixes a boat load of Piglit tests for me, which crashed like fdo#70913
before.
Thanks to Michel Dänzer for the tip.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=70913
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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The ICD loader should be responsible for installing headers.
Reviewed and Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Without DataLayout, a lot of optimization passes aren't run and the ones
that are don't work as well.
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When faced with a million instructions that all became candidates at the
same time (none of which individually reduce register pressure), the ones
on the critical path are more likely to be the ones that will free up some
candidates soon.
shader-db:
total instructions in shared programs: 1681070 -> 1681070 (0.00%)
instructions in affected programs: 0 -> 0
GAINED: 40
LOST: 74
Fixes indistinguishable-from-hanging behavior in GLES3conform's
uniform_buffer_object_max_uniform_block_size test, regressed by
c3c9a8c85758796a26b48e484286e6b6f5a5299a. Given that
93bd627d5a6c485948b94488e6cd53a06b7ebdcf was unlocked by that commit, the
net effect on 16-wide program count is still quite positive, and I think
this should give us more stable scheduling (less dependency on original
instruction emit order).
v2: Comment suggestions by Paul
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=70943
Reviewed-by: Paul Berry <[email protected]>
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This is a step in doing scheduling as described in Muchnick (p538). A
difference is that our latency function is only specific to one
instruction (it doesn't describe, for example, the different latency
between WAR of a send's arguments and RAW of a send's destination), but
that's changeable later. We also don't separately compute the postorder
traversal of the graph, since we can use the setting of the delay field as
the "visited" flag.
Reviewed-by: Paul Berry <[email protected]>
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