| Commit message (Collapse) | Author | Age | Files | Lines |
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This mimics what we do on gen8.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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All three go together on SNB so let's keep them together for gen7+ as well.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This is what gen7-8 do and it's a bit cleaner.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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We're about to start replacing blorp state setup code with packing structs
and we want to feel free to delete files as we go.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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More than half of the stuff in intel_reg.h had nothing whatsoever to do
with registers and really belongs in brw_defines.h anyway.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is easier than dealing with structs all the time
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The actual data storred is in float, UNORM24, or UNORM16 depending on the
actual depth format.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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According to Connor, it's safe to assume that the first operand of
bcsel, as well as the operand of b2f and b2i, must be well formed
booleans.
https://lists.freedesktop.org/archives/mesa-dev/2016-August/125658.html
With the previous improvements to a@bool handling, this now has no
change in shader-db instruction counts on Broadwell.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This uses the unblocked time of the exit assigned to each available
node to attempt to unblock exit nodes as early as possible,
potentially reducing the runtime of the shader when an exit branch is
taken. There is a natural trade-off between terminating the program
as early as possible and reducing the worst-case latency of the
program as a whole (since this will typically move exit-unblocking
nodes closer to its dependencies potentially causing additional stalls
of the execution pipeline), but in practice the bandwidth and ALU
cycle savings from terminating the program earlier tend to outweigh
the slight increase in worst-case program execution latency, so it
makes sense to prefer nodes likely to unblock an earlier exit
regardless of the latency benefits of other available nodes.
I haven't observed any benchmark regressions from this change after
testing on VLV, HSW, BDW, BSW and SKL. The FPS of the GfxBench
Manhattan benchmark increases by 10%-20% and the FPS of Unigine Valley
improves by roughly 5% depending on the platform and settings.
The change to the register pressure-sensitive heuristic is rather
conservative and gives precedence to the existing heuristic in order
to avoid increasing register pressure and causing spill count and SIMD
width regressions in shader-db. It may make sense to revisit this
with additional performance data.
Reviewed-by: Jason Ekstrand <[email protected]>
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This adds a bit of metadata to schedule_node that will be used to
compare available nodes in the scheduling heuristic code based on
which of them unblocks the earliest successor exit node. Note that
assigning exit nodes wouldn't be necessary in a bottom-up scheduler
because we could achieve the same effect by scheduling the exit nodes
themselves appropriately.
No shader-db changes.
Reviewed-by: Jason Ekstrand <[email protected]>
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The critical path of each node is calculated by induction based on the
critical paths of its children, which can be done in a post-order
depth-first traversal of the dependency graph. The current code
implements graph traversal by iterating over all nodes of the graph
and then recursing into its children -- But it turns out that
recursion is unnecessary because the lexical order of instructions in
the block is already a good enough reverse post-order of the
dependency graph (if it weren't a reverse post-order some instruction
would have been located before one of its dependencies in the original
ordering of the basic block, which is impossible), so we just need to
walk the instruction list in reverse to achieve the same result more
efficiently.
No shader-db changes.
Reviewed-by: Jason Ekstrand <[email protected]>
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ANY4H is more efficient than ANY8H and ANY16H because it makes sure
that whenever a whole subspan hits a discard statement it gets
disabled by the EU until the end of the program, regardless of whether
the discard condition is uniform across all channels of the SIMD8-16
thread. OTOH ANY8H/ANY16H would cause the rest of the program to be
executed for *all* channels if only one of the channels hadn't taken
the discard branch, potentially increasing the bandwidth and ALU usage
of the program unnecessarily.
This change increases the FPS by over 3x of a simple micro-benchmark
that discards a bunch of fragments and then does a single costly
texturing operation. I've just re-verified the FPS change on HSW and
SKL, but I expect all platforms from Gen6 up to get a similar benefit.
Note that we could potentially be more aggressive and use the NORMAL
predicate to discard individual channels, but that would need to
happen post-scheduling because the scheduler currently doesn't care to
reorder HALT instructions with respect to other instructions, and the
NORMAL predicate would cause the results of subsequent derivative
computations to become undefined -- If the scheduler didn't reorder
HALT instructions it would actually be safe to switch to NORMAL
because the behavior of derivative computations after a non-uniform
discard statement is undefined by the GLSL spec, but that would make
the optimization implemented by one of the following commits somewhat
more difficult.
Reviewed-by: Jason Ekstrand <[email protected]>
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This may have been the reason people ran into problems with
non-uniform HALT instructions and ended up using the inefficient
ANY16H/ANY8H predicates instead of ANY4H or NORMAL in order to prevent
non-uniform discard. The HALT instruction is able to handle
non-uniform execution masks just fine.
Reviewed-by: Jason Ekstrand <[email protected]>
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Valgrind complains with a "Conditional jump or move depends on
uninitialised value(s)" warning due to opaque being conditionally
initialized. However in the punchthrough_alpha == true case, it is
always initialized, so just flip the condition around to silence the
warning.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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The max basevertex is already computed and added into max_index by the
caller, _tnl_draw_prims.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97351
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
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v2: Add VISIBILITY_CFLAGS to AM_CFLAGS (Ken)
Cc: "12.0" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]> (v1)
Signed-off-by: Emil Velikov <[email protected]>
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The vkCmdDbgMarker{Begin,End} symbols are exported, yet the json does no
advertise that the driver supports the extension. Furthermore the
functions are empty stubs.
Remove those until we get a proper implementation and json notation.
Cc: "12.0" <[email protected]>
Cc: Jason Ekstrand <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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With version 1 of the Loader interface there is an internal/private symbol
(vk_icdGetInstanceProcAddr) which is used to retrieve all the API from the
Vulkan entrypoints from the ICD. Implying that exposing the Vulkan API is not
recommended.
Version 2 goes a step further explicitly forbiding the ICD from exposing Vulkan
symbols (and adding a negotiation API)
As a reference:
- Nvidia 367.35
Missing negotiation API - version 1.
Exposes only vk_icdGetInstanceProcAddr.
- AMD 16.30.3.306809
Have negotiation API - version 2,
Exposes vk_icdGetInstanceProcAddr.
Exposes a couple of Vulkan entry points - seems to be in violation with the spec.
Cc: "12.0" <[email protected]>
Cc: Christian König <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Explicitly suggested in the Loader interface version 2 section, but it's good
idea either way. It essentially, ensures that our symbols are not interposed.
Cc: "12.0" <[email protected]>
Cc: Jason Ekstrand <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Hide the internal symbols and annotate the vk_icdGetInstanceProcAddr as public
since the loader needs it (since v1 of the loader interface).
v2: Add VISIBILITY_CFLAGS to AM_CFLAGS (Ken)
Cc: "12.0" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]> (v1)
Signed-off-by: Emil Velikov <[email protected]>
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Presently the layer has only a single entry point. As mentioned by Jason the
function does not validate anything that isn't checked elsewhere, thus we can
drop the whole thing.
Cc: "12.0" <[email protected]>
Cc: Jason Ekstrand <[email protected]>
Suggested-by: Jason Ekstrand <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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load_front_face and load_helper_invocation produce booleans.
On Broadwell:
total instructions in shared programs: 11638956 -> 11638011 (-0.01%)
instructions in affected programs: 115093 -> 114148 (-0.82%)
helped: 628
HURT: 14
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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I don't want src_is_bool() and src_is_type(x, nir_type_bool) to behave
differently. Having the logic spread out over three functions makes it
harder to decide where to put new logic, as well.
So, combine them all. It's a bit simpler because there's now only one
recursive function rather than a pair of mutually recursive functions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Currently, 'a@type' can only match if 'a' is produced by an ALU
instruction. This is rather limited - there are other cases we
can easily detect which we should handle.
Extending the code in-place would be fairly messy, so we introduce
a new src_is_type() helper.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The "Barrier Count" field goes in 14:9 of m0.2. The vec4 backend
correctly shifts by 9, but the scalar backend only shifted by 8.
It's not like this changed - I think I just made a typo when writing
the original scalar TCS backend code.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Previously, the scalar TCS backend was generating:
mov(8) g17<1>UD 0x00000000UD { align1 WE_all 1Q compacted };
and(8) g17.2<1>UD g0.2<0,1,0>UD 0x0001e000UD { align1 WE_all 1Q };
shl(8) g17.2<1>UD g17.2<8,8,1>UD 0x0000000bUD { align1 WE_all 1Q };
or(8) g17.2<1>UD g17.2<8,8,1>UD 0x00008200UD { align1 WE_all 1Q };
send(8) null<1>UW g17<8,8,1>UD
gateway (barrier msg) mlen 1 rlen 0 { align1 WE_all 1Q };
This is rubbish - g17.2<8,8,1>UD spans two registers, and is an illegal
region. Not to mention it clobbers 8 channels of data when we only
wanted to touch m0.2.
Instead, we want:
mov(8) g17<1>UD 0x00000000UD { align1 WE_all 1Q compacted };
and(1) g17.2<1>UD g0.2<0,1,0>UD 0x0001e000UD { align1 WE_all };
shl(1) g17.2<1>UD g17.2<0,1,0>UD 0x0000000bUD { align1 WE_all };
or(1) g17.2<1>UD g17.2<0,1,0>UD 0x00008200UD { align1 WE_all };
send(8) null<1>UW g17<8,8,1>UD
gateway (barrier msg) mlen 1 rlen 0 { align1 WE_all 1Q };
Using component() accomplishes this.
Fixes GL44-CTS.tessellation_shader.tessellation_shader_tc_barriers.
barrier_guarded_read_write_calls on Skylake. Probably fixes other
barrier issues on Gen8+.
v2: Use a group(1, 0) builder so inst->exec_size is set correctly
(thanks to Francisco Jerez for catching that it was incorrect).
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]> [v1]
Reviewed-by: Francisco Jerez <[email protected]>
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Fixes several GL44-CTS.tessellation_shader (and GL45 and ES31) subcases:
- vertex_spacing
- tessellation_shader_point_mode.points_verification
- tessellation_shader_quads_tessellation.inner_tessellation_level_rounding
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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The first simply picks the bany_inequal[234] opcodes based on the SSA
def's number of components. The latter implicitly compares with zero
to achieve the same semantics of GLSL's any().
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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GL_EXT_packed_float, 2.1.B Unsigned 10-Bit Floating-Point Numbers:
0.0, if E == 0 and M == 0,
2^-14 * (M / 32), if E == 0 and M != 0,
2^(E-15) * (1 + M/32), if 0 < E < 31,
INF, if E == 31 and M == 0, or
NaN, if E == 31 and M != 0,
In the second case (E == 0 and M != 0), we were multiplying the mantissa
by 2^-20, when we should have been multiplying by 2^-19 (which is
2^(-14 + -5), or 2^-14 * 2^-5, or 2^-14 / 32).
The previous section defines the formula for 11-bit numbers, which is:
2^-14 * (M / 64), if E == 0 and M != 0,
In other words, we had accidentally copy and pasted the 11-bit code
to the 10-bit case, and neglected to change the exponent.
Fixes dEQP-GLES3.functional.pbo.renderbuffer.r11f_g11f_b10f_triangles
when run with surface dimensions of 1536x1152 or 1920x1080.
Cc: [email protected]
References: https://code.google.com/p/chrome-os-partner/issues/detail?id=56244
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Stephane Marchesin <[email protected]>
Reviewed-by: Antia Puentes <[email protected]>
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Add explicit rects for:
- SwrClearRenderTarget
- SwrDiscardRect
- SwrInvalidateTiles
- SwrStoreTiles
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Speeds up high geometry HPC workloads.
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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When viewport transform is disabled (ie. screen space coords are passed
in directly), the W component should be interpreted as RHW.
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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