| Commit message (Collapse) | Author | Age | Files | Lines |
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Provoking vertex comes into play when doing flat shading. But if we know
that all fragments in a primitive are the same color, the provoking vertex
doesn't matter. Check for that case and use whichever provoking vertex
convention is supported by the device.
This avoids generating an index buffer to do the PV conversion.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Examine the fragment shader to try to detect TGSI shaders which use
"MOV OUT[0], CONST[i]" to write a constant value for the fragment color.
In this case, all fragments will have the same color (unless blending is
enabled).
This is a common case for OpenGL code such as: glColor(), glBegin(),
glVertex(), ..., glEnd() when lighting/fog/etc are disabled. In this
case, the Mesa/gallium state tracker actually generates a simple
"MOV OUT[0], CONST[i]" fragment shader.
This will be used by the next commit to avoid provoking vertex conversion
(creating/rewriting an index buffer) when drawing flat-shaded primitives.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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The st_RasterPos() function goes to great pains to implement the
rasterpos transformation. It basically uses gallium's draw module to
execute the vertex shader to draw a point, then capture that point's
attributes.
But glRasterPos isn't typically used with a vertex shader so we can
usually use the old/fixed-function implementation which is a lot simpler
and faster.
This can add up for legacy apps that make a lot of calls to glRasterPos.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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We'll remove it from the tnl module next. By lifting this code into core
Mesa we can use it from the gallium state tracker.
Reviewed-by: Roland Scheidegger <[email protected]>
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Instead of calling memcpy() 'n' times, we can do it all at once since
the source and dest regions are all contiguous.
Reviewed-by: Matt Turner <[email protected]>
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The section for UVD 2 and older was not updated
when HEVC support was added. Reported by Kano
on irc.
v2: integrate the UVD2 and older checks into the
main switch statement.
v3: handle encode checking as well. Encode is
already checked in the top case statement, so
drop encode checks in the lower case statement.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
Cc: [email protected]
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v2: externalize pred_ctrl_align16 from brw_disasm.c instead of adding
a copy on brw_vec4.c, as suggested by Matt Turner
Reviewed-by: Matt Turner <[email protected]>
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tests
The complete way to do this would be parse INTEL_DEBUG and
print the output if DEBUG_VS (or a new one) is present
(see intel_debug.c).
But that seems like an overkill for the unit tests, that
after all, the most common use case is being run when
calling make check.
v2: use the same idea for the fs counterpart too, as suggested by
Matt Turner
Reviewed-by: Matt Turner <[email protected]>
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This include the same tests coming from test_fs_cmod_propagation, (non
vector glsl types included) plus some new with vec4 types, inspired on
the regressions found while the optimization was a work in progress.
Additionally, the check of number of instructions after the
optimization was changed from EXPECT_EQ to ASSERT_EQ. This was done to
avoid a crash on failing tests that expected no optimization, as after
checking the number of instructions, there were some checks related to
this last instruction opcode/conditional mod.
v2: update tests after Matt Turner's review of the optimization pass
v3: tweaks on the tests (mostly on the comments), after Matt Turner's
review
Reviewed-by: Matt Turner <[email protected]>
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vec4 port of fs_cmod_propagation.
Shader-db results (no vec4 grepping):
total instructions in shared programs: 6240413 -> 6235841 (-0.07%)
instructions in affected programs: 401933 -> 397361 (-1.14%)
total loops in shared programs: 1979 -> 1979 (0.00%)
helped: 2265
HURT: 0
v2: remove extra space and combine two if blocks, as suggested by
Matt Turner
v3: add condition check to bail out if current inst and inst being
scanned has different writemask, as pointed by Matt Turner
v3: updated shader-db numbers
v4: remove block from foreach_inst_in_block_*_starting_from after
commit 801f151917fedb13c5c6e96281a18d833dd6901f
Reviewed-by: Matt Turner <[email protected]>
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vec4_live_variables tracks now each flag channel independently, so
vec4_dead_code_eliminate can update the writemask of null registers,
based on which component are alive at the moment. This would allow
vec4_cmod_propagation to optimize out several movs involving null
registers.
v2: added support to track each flag channel independently at vec4
live_variables, as v1 assumed that it was already doing it, as
pointed by Francisco Jerez
v3: general cleaningn after Matt Turner's review
Reviewed-by: Matt Turner <[email protected]>
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v2: changed comment, as suggested by Matt Turner
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Gen8+ lifted the register region restriction that an instruction whose
destination spans two registers must have sources that also span two
registers.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The AND and SHR produce a scalar value that we had been replicating
across $dispatch_width channels. The immediate MOV produces only four
useful channels of data.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Not a functional difference, but register is loaded with a signed
immediate (V) and added to a signed type (D) producing a signed result
(D).
Also change the type of g0 to allow for compaction.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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We implement textureQueryLevels (which takes no arguments, save the
sampler) using the resinfo message (which takes an argument of LOD).
Without initializing it, we'd generate a MOV from the null register to
load the LOD argument.
Essentially the same logic applies to texture. A vertex shader cannot
compute derivatives and so cannot produce an LOD, so TXL with an LOD of
0.0 is used.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This should prevent disparity between features Mesa and LLVM
believe are supported by the CPU.
http://lists.freedesktop.org/archives/mesa-dev/2015-October/thread.html#96990
Tested on a i7-3720QM w/ LLVM 3.3 and 3.6.
v2: Increase SmallVector initial size as suggested by Gustaw Smolarczyk.
Reviewed-by: Roland Scheidegger <[email protected]>
CC: "10.6 11.0" <[email protected]>
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An untyped surface read is volatile because it might be affected by a
write.
In the ES31-CTS.compute_shader.resources-max test, two back to back
read/modify/writes of an SSBO variable looked something like this:
r1 = untyped_surface_read(ssbo_float)
r2 = r1 + 1
untyped_surface_write(ssbo_float, r2)
r3 = untyped_surface_read(ssbo_float)
r4 = r3 + 1
untyped_surface_write(ssbo_float, r4)
And after CSE, we had:
r1 = untyped_surface_read(ssbo_float)
r2 = r1 + 1
untyped_surface_write(ssbo_float, r2)
r4 = r1 + 1
untyped_surface_write(ssbo_float, r4)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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We do not want to perform a depth resolve on an MCS enabled surface.
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It is in DW2 on Gen8.
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Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: remove useless source_stencil_to_render_target (Ken)
Squash in the actual packing function, which also got to
v2:
Move the definition of the OPCODE outside of FB_WRITE opcodes (Matt)
Reorder the regioning to be in VWH order (Matt)
Don't retype src in the backend, just assert instead (Matt)
Rename the debug prints to something better (Matt)
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Gen9 adds the ability to write out a stencil value, so we need to expand the
virtual payload by one. Abstracting this now makes that change easier to read.
I was admittedly confused early on about some of the hardcoding. If people
believe the resulting code is inferior, I am not super attached to the patch.
v2:
Remove explicit numbering from the enumeration (Matt).
Use a real naming scheme, and reference it in the opcode definition (Curro)
Add a missed hardcoded logical position in get_lowered_simd_width (Ben)
Add an assertion to make sure the component numbering is correct (Ben)
Cc: Matt Turner <[email protected]>
Cc: Francisco Jerez <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Before the change "tgsi/scan: use properties for clip/cull distance
writemasks", the tgsi_shader_info::num_written_clipdistance field
was a multiple of four, now it's an accurate count. In the svga
driver, we need a minor change to the loop test.
Reviewed-by: Charmaine Lee <[email protected]>
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It's stored in bits 31:27 of g1 (along with the URB handles).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Unlike the vs/wm structs, brw_gs_compile is actually useful: it contains
the input VUE map and information about the control data headers.
Passing this in allows us to share that code in brw_gs.c, and calculate
them before deciding on vec4 vs. scalar mode, as it's independent of
that choice.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This patch introduces a brw->scalar_gs flag, similar to brw->scalar_vs,
which controls whether or not to use SIMD8 geometry shaders.
For now, we control it via a new environment variable, INTEL_SCALAR_GS.
This provides a convenient way to try it out.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Geometry shaders have additional header data at the beginning of their
output URB entries. Shaders that use EndPrimitive() or multiple streams
have a control data header; shaders with a dynamic vertex count have an
additional vec4 slot to hold the 32-bit vertex count (and 96 bits of
padding).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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The GS will emit a bunch of vertices, and we don't want to do an EOT
prematurely. We'll emit GS_OPCODE_THREAD_END when we want to terminate
the thread.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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GS doesn't have ClampVertexColor, and we don't want to go through VS
structures.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Tessellation shaders and SIMD8 geometry shaders may need to resort to
the pull model for inputs at times. When set, the state upload code
will tell the hardware to provide URB handles for input data.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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In scalar mode, geometry shader inputs can easily take up hundreds of
registers. This makes pushing VUE entries impractical; we'll need to
resort to the pull model in some cases.
To support this, we introduce a new opcode corresponding to the "URB
Read SIMD8" message.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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In the vec4 backend, we have a vec4_instruction::urb_write_flags field.
There are many kinds of flags for SIMD4x2 messages.
However, there are really only two (per-slot offset, use channel masks)
for SIMD8 messages. Rather than adding a boolean flag for per-slot
offsets (polluting all instructions), I decided to just make three new
opcodes.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This commit moves the large pile of setup calculations we have to do for
geometry shaders out of brw_gs_emit and into brw_compile_gs. This has a
couple of nice implications. First, it's less work that the caller of
brw_compile_gs has to do. Second, it's consistent with the vertex and
fragment stages. Finally, it allows us to put brw_gs_compile back behind
the API boundary where it belongs.
v2 (Jason Ekstrand):
- Pull the changes to use nir info into a separate patch
- Put brw_gs_compile into brw_shader.h rather than brw_vec4_gs_visitor.h
so that we can use it for scalar GS.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we were pulling bits from GL data structures in order to set up
the prog_data. However, in this brave new world of NIR, we want to be
pulling it out of the NIR shader whenever possible. This way, we can move
all this setup code into brw_compile_gs without depending on the old GL
stuff.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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With this, we can remove the geometry program from brw_gs_compile.
Reviewed-by: Kenneth Graunke <[email protected]>
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This makes it better match the other brw_compile_* functions.
Reviewed-by: Kenneth Graunke <[email protected]>
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We always have NIR, so there's no reason for the check.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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All the documentation I can find says that this bit (and functionality) only
exists on SKL+. Since the bit isn't yet used, there is no real impact here.
The original code was added by Ken here (a surprisingly long time ago):
commit f3c6d6f1e151f6a44a76038dccebe4434038dcb1
Author: Kenneth Graunke <[email protected]>
Date: Thu Nov 29 21:00:27 2012 -0800
i965: Update 3DSTATE_PS, 3DSTATE_WM, and add 3DSTATE_PS_EXTRA.
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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