ra_get_best_spill_node is what other users of the mesa register
allocator use.
Switching to it now also fixes an infinite loop issue with ppir regalloc
with the ppir control flow patchset, and also provides a small gain over
the previous herusitic on number of spilled nodes testing with
shader-db.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
The GLES2 CTS takes about 8 minutes of total runtime (at parallel 4 is
~2 minutes in the test stage if runners are free), while GLES3 takes
about 25. Since the GLES3 run is pretty expensive, just do a cheap
touch test of 1 out of every 10 tests in the test list on MRs, until
we can get the runtime down.
v2: Drop the full run for now until we can bring runtime down or bring
up a dedicated mesa runner.
Reviewed-by: Eric Engestrom <eric@engestrom.ch> (v1)
Reviewed-By: Gert Wollny <gert.wollny@collabora.com> (v1)
This fixes the regression introduced on "mesa: refactor
compressed_tex_sub_image function" that started to crash
KHR-GLES2.texture_3d.compressed_texture.negative_compressed_tex_sub_image
Fixes: 7df233d68d ("mesa: refactor compressed_tex_sub_image function")
Reviewed-by: Eric Anholt <eric@anholt.net>
In a descriptor set inline uniform blocks don't use up any bindings.
However, the presence of any inline uniform blocks doed require the
use of the descriptor buffer, which takes up one binding.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This pass expects the shader to be in LCSSA form.
The algorithm is based on 'The Simple Divergence Analysis' from
Diogo Sampaio, Rafael De Souza, Sylvain Collange, Fernando Magno Quintão Pereira.
Divergence Analysis. ACM Transactions on Programming Languages and Systems (TOPLAS)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
ACO depends on LCSSA phis for divergent booleans to work correctly.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The implementation introduced in "tgsi_to_nir: be careful about not
losing any TGSI properties silently (v2)" updates all the TGSI properties,
but it didn't take into account that the shader_info structure uses a union
to store the different attributes for each shader stage.
Now we only update the attributes if they affect current shader stage,
avoiding to overwrite members of the union that should be overwritten.
This has created hundreds of regressions in v3d.
For example the TGSI_PROPERTY_VS_BLIT_SGPRS_AMD was overwritting the
same position used by TGSI_PROPERY_CS_FIXED_BLOCK_DEPTH.
Fixes: e300365197 ("tgsi_to_nir: be careful about not losing any TGSI properties silently (v2)")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
If a drawbuffer is an fbo without an attachment then its 'Height' will be zero,
and we have to take its 'DefaultGeometry.Height' into account.
Fixes on softpipe (with the exception of tests that use multisample):
dEQP-GLES31.functional.fbo.no_attachments.*
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Create separate SURFACE_STATE for render target read in order to support
non coherent framebuffer fetch on broadwell.
Also we need to resolve framebuffer in order to support CCS_D.
v2: Add outputs_read check (Kenneth Graunke)
v3: 1) Import Curro's comment from get_isl_surf
2) Rename get_isl_surf method
3) Clean up allocation in case of failure
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This will be used in next patches for supporting non coherent
framebuffer fetch on Broadwell.
v2: Fix comment (Kenneth Graunke)
v3: 1) Fix a few nits (Caio)
2) Add comment (Caio)
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
When building Mesa against a recent LLVM 10 with C++11, the build fails
if the AMD common code is built as well due to "std::index_sequence"
being undeclared.
LLVM requires a minimum of C++14.
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Acked-by: Eric Engestrom <eric@engestrom.ch>
The kernel now supports madvise ioctl to indicate which BOs can be freed
when there is memory pressure. Mark BOs purgeable when they are in the
BO cache. The BOs must also be munmapped when they are in the cache or
they cannot be purged.
We could optimize avoiding the madvise ioctl on older kernels once the
driver version bump lands, but probably not worth it given the other
driver features also being added.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Signed-off-by: Rob Herring <robh@kernel.org>
Combine compressed_tex_sub_image, compressed_tex_sub_image_error and
compressed_tex_sub_image_no_error in a single function.
The added "enum tex_mode mode" parameter allows to implement the
DSA / non-DSA variants and their error/no_error combination.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Took the freedom to enable dfsm even though I don't have benchmark
results yet, but it seems Raven-like.
Rest is from radeonsi.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This only appears to happen on Raven2.
Possible way to reproduce:
resource_get_handle(WINSYS_HANDLE_TYPE_KMS) --> sets is_shared = true
resource_get_handle(WINSYS_HANDLE_TYPE_DMABUF) --> fail
Cc: 19.1 19.2 <mesa-stable@lists.freedesktop.org>
This shrinks the table, avoids needing to update the table with NULL
entries on every MESA_FORMAT addition, and removes a surprising,
non-unit-tested format number ordering dependency.
Acked-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Now that SVGA doesn't have a table that has to be in PIPE_FORMAT
order, we can let the enums have whatever values they naturally would
without worrying about holes.
Acked-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Now that we're using the array initializers, we don't need to manually
fill out all these stub entries.
Produced with "sed -i '/.*INVALID.*INVALID.*INVALID/d'
src/gallium/drivers/svga/svga_format.c"
Acked-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
By using the [ ] = {} array initializer syntax, we no longer need the
entries to be listed in PIPE_FORMAT_* value order. This means that
people adding new gallium formats don't need to cargo-cult changes to
this driver or regress that non-unit-tested requirement.
While I'm here, drop the lines for formats that no longer exist (the
numbered ones in the table).
Acked-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Seemed like a sensible cleanup, while I was looking at whether I could
make the table sparse.
To make the svga table not require fixups on every new gallium format,
we may want to change how it's populated.
Acked-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Rather than using a regalloc based on live internals, computed hastily
with repeated invocations of a forward-analysis pass, we switch to
compute liveness information on a per-block basis.
Within a given basic block, we compute liveness backwards with a
linear-time algorithm; for common shaders, this may help RA terminate
quicker.
Across blocks, we use a work list (really a work set) and check if we're
making progress. This isn't terribly efficient, but it gets the job
done. Point is, we get the live_in/live_out for each block.
From there, it's simple to rerun the linear-time update algorithm to
compute the interference graph.
The benefit of this technique is the ability to ignore "gaps" in
liveness across intermediate blocks that are never executed. On simple
shaders like the loops in glmark, this results in a minor reduction in
register pressure. The motivation was a complex shader in Krita that
failed register allocation due to an unfortunate interaction between
texture pipeline registers and control flow. This shader now compiles
successfully.
total instructions in shared programs: 3439 -> 3438 (-0.03%)
instructions in affected programs: 22 -> 21 (-4.55%)
helped: 1
HURT: 0
total bundles in shared programs: 2077 -> 2076 (-0.05%)
bundles in affected programs: 12 -> 11 (-8.33%)
helped: 1
HURT: 0
total quadwords in shared programs: 3457 -> 3456 (-0.03%)
quadwords in affected programs: 20 -> 19 (-5.00%)
helped: 1
HURT: 0
total registers in shared programs: 341 -> 338 (-0.88%)
registers in affected programs: 9 -> 6 (-33.33%)
helped: 3
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 33.33% max: 33.33% x̄: 33.33% x̃: 33.33%
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
If there's a nontrivial swizzle fed into an extra (shortened) argument,
we bail on copyprop. No glmark changes (since it doesn't use fancy
texturing/loads).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's always been ambiguous which they are, but their primary register is
their output, not their input; therefore, they are loads.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Same issue with liveness analysis. If we store out a vec3, we should not
reference the .w component.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The texture coordinate for a 2D texture could be a vec2 or a vec3,
depending if it's an array texture or not. If it's vec2 (non-array
texture), we should not reference the z component; otherwise, liveness
analysis will get very confused when z is never written.
v2: Fix typo (Ilia).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
If we need to lower a move for a read from a vec2 texture coordinate, we
shouldn't write zw, even incidentally.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Fixes shaders with control flow like:
out = 0;
if (A) {
if (B)
out = texture(A, ...)
} else {
out = texture(B, ...)
}
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The exit block has been 'dangling' in the successors graph, so let's
ensure it's linked in.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
While we already compute the successors array, for backwards data flow
analysis, it is useful to walk the control flow graph backwards based on
predecessors, so let's compute that information as well.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
By adding one more helper to ac_llvm_build, we can also easily keep
vector stores together.
Fixes the
tests/spec/glsl-1.30/execution/fs-large-local-array-vec4.shader_test
piglit test.
Fixes: 74470baebb ("ac/nir: Lower large indirect variables to scratch")
Reviewed-by: Marek Olšák <marek.olsak@amd.com
PIPE_FORMAT_YV12 is not handled so switching to PIPE_FORMAT_IYUV and
adding back YVU support.
Signed-off-by: James Xiong <james.xiong@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
PIPE_TIMEOUT_INFINITE is unsigned and gets assigned to signed fields
where it ends up as -1. When this reaches the kernel as a timeout it
gets translated as no timeout, which cause the waiting functions to
return immediately and not actually wait for a completion.
This seems to cause unstable results with lima where even piglit tests
randomly fail.
Handle this by setting the signed max value in case of infinite timeout.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Quite useless without DCC for LAYOUT_GENERAL.
Fixes: b4dad3afaa Revert "radv: Do not decompress on LAYOUT_GENERAL."
Acked-by: Dave Airlie <airlied@redhat.com>
Causes issues with a bunch of games with DXVK.
Fixes: 50add1b33a "radv: Do not decompress on LAYOUT_GENERAL."
Acked-by: Dave Airlie <airlied@redhat.com>
Control-flow enforcement technology is a new instructions on x86
processors to denote where indirect jumps can land. Gcc auto adds
the instruction (which encodes as a NOP on older CPUs) to entrypoints
but assembler files need manual adding. This adds it to all the
entry points in the mesa x86/x86-64 assembler files.
This will only happen if mesa is built with the -fcf-protection flag
to gcc as some distros are wanting to do.
Acked-by: Eric Anholt <eric@anholt.net>
Fixes errors for some people building Mesa:
../src/panfrost/bifrost/bifrost_sched.c:32:31: error: initializer
element is not constant
const unsigned max_vec2_reg = max_primary_reg / 2;
../src/panfrost/bifrost/bifrost_sched.c:33:31: error: initializer
element is not constant
const unsigned max_vec3_reg = max_primary_reg / 4; // XXX: Do we need
to align vec3 to vec4 boundary?
../src/panfrost/bifrost/bifrost_sched.c:34:31: error: initializer
element is not constant
const unsigned max_vec4_reg = max_primary_reg / 4;
../src/panfrost/bifrost/bifrost_sched.c:35:32: error: initializer
element is not constant
const unsigned max_registers = max_primary_reg +
../src/panfrost/bifrost/bifrost_sched.c:40:28: error: initializer
element is not constant
const unsigned vec2_base = primary_base + max_primary_reg;
../src/panfrost/bifrost/bifrost_sched.c:41:28: error: initializer
element is not constant
const unsigned vec3_base = vec2_base + max_vec2_reg;
../src/panfrost/bifrost/bifrost_sched.c:42:28: error: initializer
element is not constant
const unsigned vec4_base = vec3_base + max_vec3_reg;
../src/panfrost/bifrost/bifrost_sched.c:43:27: error: initializer
element is not constant
const unsigned vec4_end = vec4_base + max_vec4_reg;
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This method returns size_t, but the multiplication multiplies two
integers, leading to overflow rather than type widening.
Noticed by compiling with MSVC, which emits a warning.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
On Windows, p_atomic_inc_return returns an unsigned long long rather
than the type the pointer refers to, so let's make sure we cast the
result to the right type. Otherwise, we'll trigger a warning about
the wrong format-string for the type.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
There was two incompatible definitions of strcasecmp, which lead to a
compiler warning. Let's clean this up by only leaving one of them, and
using that one all the time.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This generates a warning on some 64-bit systems, so let's cast to a
properly sized integer first.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This intentionally-bogus pointer generates a warning on some 64-bit
systems, so let's cast to a properly-sized integer first.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Similarly to the unsigned-version, we need to first cast the result to a
suiting integer before negating the number, otherwise we'll trigger a
warning.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
When subslices_delta == 0 and we take the early return,
device->slice_hash is not initialized on GEN11. It then causes a
segfault when going through anv_DestroyDevice, if compiled with
valgrind.
Fixes: 7bc022b4bb ("anv/gen11: Emit SLICE_HASH_TABLE when pipes are
unbalanced.)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We started honouring the normalized_coords flag in the texture
descriptor, but a bisection revealed that broke RECT textures -- since
we were *also* lowering them in the shader. So just remove the
shader-based lowering, use native RECT textures, and enjoy the nominal
reduction in complexity and performance boost.
Fixes: 3e47a1181b ("panfrost: Add MALI_SAMP_NORM_COORDS flag")
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We only know how to promote aligned accesses, although theoretically we
should be able to promote unaligned to swizzles in the future. Check
this.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We'll want to be smarter about unaligned reads, so let's get this code
all in one place.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Our hardware supports independent (per-RT) blending, but we need to
route those settings through from Gallium.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We'll need multiple branches for MRT, so we can't defer. Also, we need
to track dependencies to ensure r0 is set to the correct value for each
store_output.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Fixes DATA_INVALID_FAULTs with multiple render targets.
We do always allocate space for 4 cbufs just to keep things sane. This
may not be strictly necessary.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We don't have a good way to confirm this, but it parallels the kernel
definitons for MMU faults nicely.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This was supposed to read heap_start. It's the same value but still,
better get this right.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We don't actually have a standalone compiler in-tree yet, but let's get
prepared for when we do.
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The disassembler was updated to move common code with the compiler into
a shared header. Additional, some new ops and control registers relating
to rounding were added.
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Now that panwrap has gained the ability to trace directly without
dumping to the filesystem, there's no need to lug around this tool.
I can assure you nobody will miss it.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
I don't think the hardware cares, but this adds a lot of noise to traces
that we would rather not need to look at.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Some memory corruption / etc issues let to an accidental "fuzzing" of
the disassembler ;) This uncovered some issues leading to a disassembler
hang, so let's fix that.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We want a defined ABI for tracing; this set of functions should be as
small as strictly necessary to minimize panwrap shenanigans.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This allows us to have multiple spill moves, whereas otherwise for N
spill moves, the first N-1 would be clobbered. Issue found in Krita.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It doesn't... make a ton of sense to need to assert and this routine is
hotter than you might expect. Doesn't matter for release builds, of
course.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
copy_deref for wildcard dereferences requires the same
arrays lengths otherwise it leads to a crash in optimizations
like 'nir_opt_copy_prop_vars' because these optimizations expect
'copy_deref' just for arrays with the same lengths.
v2: check was moved to 'try_match_deref' to fix aoa cases
(Jason Ekstrand <jason@jlekstrand.net>)
v3: -fixed comment
-the condition merged with other one
(Jason Ekstrand <jason@jlekstrand.net>)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111286
Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com>
We wire through some shader-db-style stats on the current shader in the
disassemble so we can get a quick estimate of shader complexity from a
trace.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Suggested-by: Rob Clark <robdclark@chromium.org>
We'll want to dump some stats after the shader, and I refuse to use one
teensy little goto.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Have a correct answer to GL_MAX_FRAGMENT_UNIFORM_VECTORS and
GL_MAX_VERTEX_UNIFORM_VECTORS.
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Lucas Stach l.stach@pengutronix.de
The flush callback may be called on the same pipe context, and thus
the same stream, from two different threads of execution. However,
etna_cmd_stream_flush{,2}() must not be called on the same stream
from two different threads of execution as that would mess up the
etna_bo refcounting and likely have other ugly side effects.
Fix this by using a reentrant screen lock around the flush callback.
Signed-off-by: Marek Vasut <marex@denx.de>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
The following situation can happen in a multithreaded OpenGL application.
A BO is submitted from etna_cmd_stream #1 with flags set for read.
A BO is submitted from etna_cmd_stream #2 with flags set for write.
This triggers a flush on stream #1 and clears the BO's current_stream
pointer. If at this point, stream #2 attempts to queue BO again, which
does happen, the BO will be added to the submit list twice. The Linux
kernel driver correctly detects this and warns about it with "BO at
index %u already on submit list" kernel message.
However, when cleaning the BO cache in etna_bo_cache_free(), the BO
which was submitted twice will also be free()d twice, this triggering
a glibc double free detector.
The fix is easy, even if the BO does not have current_stream set,
iterate over current streams' list of BOs before adding the BO to it
and verify that the BO is not yet there.
Signed-off-by: Marek Vasut <marex@denx.de>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
Now we have an accessors for ppir src, so it's possible to easily
print all srcs and dests while dumping ppir representation.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
Sometimes we need to walk through ppir_node sources, common
accessor for all node types will simplify code a lot.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
The DRI interface for modifiers with aux data treats the aux data as a
separate plane of the main surface.
When the dri layer requests the plane associated with the aux data, we
save the required information into the dri aux plane image.
Later when the image is used, the dri plane image will be available in
the pipe_resource structure's `next` field. Therefore in iris, we
reconstruct the aux setup from this separate dri plane image when the
image is used.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reworks:
* If the aux-state is not ISL_AUX_STATE_AUX_INVALID, then use memset
even when memset_value is zero. The hiz buffer initial aux-state
will be set to invalid, and therefore we can skip the memset. But,
for CCS it will be set to ISL_AUX_STATE_PASS_THROUGH, and therefore
the aux data must be cleared to 0 with the memset. Previously we
would use BO_ALLOC_ZEROED with the CCS aux data, so this memset
wasn't required. Now, the CCS aux data may be part of the main
surface. We prefer to not use BO_ALLOC_ZEROED excessively, so the
memset is needed for the CCS case. (Nanley)
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This is not currently required because the hiz buffer is in a separate
buffer, and therefore the offset is 0. If we combine the aux buffer
with the main surface buffer, then the hiz offset may become non-zero.
Suggested-by: Nanley Chery <nanley.g.chery@intel.com>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Instead of "genX_bits.h" use "genxml/genX_bits.h"
as already done in other similar cases
Besides being more correct, it also fixes building error in Android.
Fixes: f0d2923 ("i965/gen11: Emit SLICE_HASH_TABLE when pipes are unbalanced.")
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
We can't intersect with empty regions.
Fixes: 65ae86b854 ("panfrost: Add support for KHR_partial_update()")
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This is the start of doing CTS tests on merges to Mesa master. We use
the surfaceless platform so that we don't need to bother bringing up
weston or X11. The surface size is kept low to reduce runtime, but
this comes at the cost of many rendering tests skipping due to
too-small render targets (as we see the impact of Mesa on the shared
runner pool, we can reevaluate this and what set of CTS tests we want
to run).
We split the job up across 4 runners (each at 4 llvmpipe threads), so
that the job can load-balance across our shared runners and finish
sooner (since dEQP is very single-thread-performance bound).
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Now that we're running the drivers we build, building with
optimization is important for keeping our runtime down. Shaves about
4 minutes of runtime off of GLES2 CTS of llvmpipe at 64x64.
v2: Only switch meson-main until we enable CTS for other builds
on request by Michel.
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
If we don't set DESTDIR, then the DEFAULT_DRIVER_DIR built into the
libraries is correct and we don't need to use LIBGL_DRIVERS_PATH and
friends for CI usage. Incidentally, this moves our installed paths
from /builds/anholt/mesa/install/usr/local/lib (for example) to
/builds/anholt/mesa/install/lib for simplicity.
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
If we're hitting the swrast fallback path here, it's probably because
we stumbled across a KMS-only device (such as the ASpeed that some of
our CI runners have) that will then return a NULL driver_name. Don't
crash in that case.
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
We get a getDrawableInfo() call in the MakeCurrent path, which
platform_device was handling correctly by returning the pbuffer's
width/height but platform_surfaceless segfaulted for. Reuse
platform_device's implementation.
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
I want to enable CI of llvmpipe out of the meson-main build. So, kick
classic swrast/osmesa to meson-i386, then promote llvmpipe to
meson-main (along with nine, now that classic osmesa isn't keeping it
out of there).
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Midgard has no hardware support for transform feedback, so we simulate
it in software. Lucky us.
What Midgard does do is write out vertex shader outputs to main memory
unconditonally. Fragment shaders read varyings back from main memory;
there's no on-chip storage for varyings. Whether this was a reasonable
design is a question I will not be engaging in this commit message.
What that does mean is that, in some sense, Midgard *always* does
transform feedback uncondtionally, and there's no way to turn off
transform feedback. Normally, we would allocate some scratch memory
every frame to store the varyings in an arbitrary format (interleaved
for simplicity), and then feed that scratch to the fragment shader and
discard when the rendering completes.
The only difference now is that sometimes, for some buffers, we use a BO
provided to us by Gallium and a format provided by Gallium, instead of
allocating the memory and choosing the format ourselves. This has some
limitations -- in particular, it only works at vec4 granularity, so a
corresponding GLSL linkage patch is needed to correctly implement
transform feedback for non-vec4 types. Nevertheless, given the hardware
already works in this admittedly-bizarre fashion, transform feedback is
"free". Or, at least, it's no more expensive than any other rendering.
Specifically not implemented is dynamically-sized transform feedback
(i.e. with geometry/tesselation shaders).
Spoiler alert: Midgard has no support for geometry *or* tessellation
shaders, despite advertising support. They get compiled to *massive*
compute shaders. How's that for checkbox compliance?
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
We could probably get away with doing this once per pipe_shader_state
but let's not jump down that rabbit hole quite yet.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
This is a huge hack to workaround incomplete BO flushing logic, but it's
enough for the dEQP transform feedback tests, and doing the resource
management to get this right is out-of-scope for this patch series.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
It doesn't really make sense, since we don't have special texture
coordinate varyings, but it'll make some code simpler for XFB and it
doesn't hurt us, even if I lose a bit of my soul setting it.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
We're just going to compute them in the driver but let's get the
structures setup to handle them. Implementation from v3d.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
If driver-params are required, we really should emit it on every draw
for correctness. And if not required, we should emit a DISABLE so that
un-applied state updates from previous draws don't corrupt the const
state.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Which takes ownership of the stateobj. Useful for streaming state-
objs, to avoid an extra ref/unref
Worth ~5% at gl_driver2
Signed-off-by: Rob Clark <robdclark@chromium.org>
Should be no functional change. Next step is to re-arrange various
const state into different stateobjs.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Hoist them out of code-paths that will eventually be called directly for
various a6xx+ const related stateobjs.
This ends up duplicating one constlen check in ir3_emit_vs_consts(), to
avoid what could otherwise be an unnecessary WFI on older gens.
Signed-off-by: Rob Clark <robdclark@chromium.org>
These don't need to be in context, and we'll need them in screen in a
later patch. Plus it's a good cleanup.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Move DP emit to it's own function. No functional change, just code
motion to prepare for splitting up const state into multiple state-
objs on a6xx.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Implement ->set_damage_region() region to support partial updates.
This is a dummy implementation in that it does not try to merge
damage rects. It also does not deal with distinct regions and instead
pick the largest quad as the only damage rect and generate up to 4
reload rects out of it (the left/right/top/bottom regions surrounding
the biggest damage rect).
We also do not try to reduce the number of draws by passing all quad
vertices to the blit request (would require extending u_blitter)
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Add a pipe_screen->set_damage_region() hook to propagate
set-damage-region requests to the driver, it's then up to the driver to
decide what to do with this piece of information.
If the hook is left unassigned, the buffer-damage extension is
considered unsupported.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Add a new DRI2_BufferDamage interface to support the
EGL_KHR_partial_update extension, informing the driver of an overriding
scissor region for a particular drawable.
Based on a commit originally authored by:
Harish Krupo <harish.krupo.kps@intel.com>
renamed extension, retargeted at DRI drawable instead of context,
rewritten description
Signed-off-by: Daniel Stone <daniels@collabora.com>
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Tested-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The intension of the KHR_partial_update was not to send the damage back
to the platform but to send the damage to the driver to ensure that the
following rendering could be restricted to those regions.
This patch removes the set_damage_region from the egl_dri vtbl and all
the platfrom_*.c files.
Then upcomming patches add a new dri2 interface for the drivers to
implement
Signed-off-by: Harish Krupo <harishkrupo@gmail.com>
Reviewed-by: Daniel Stone <daniels@collabora.com>
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Tested-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This refactor will let us more easily use
pipe_screen::resource_get_param as an alternative to
pipe_screen::resource_get_handle.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Eric Anholt <eric@anholt.net>
This function retrieves individual parameters selected by enum
pipe_resource_param. It can be used as a more direct alternative to
pipe_screen::resource_get_handle.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Eric Anholt <eric@anholt.net>
The OpenGL ES spec requires that the value of gl_PointSize is clamped
to an implementation-dependent range matching what is advertised by
GL_ALIASED_POINT_SIZE_RANGE. For VC4 this is [1.0, 512.0], but the
hardware won't clamp to the minimum side of the range and won't render
points with a size strictly smaller than 1.0 either, so we need to
clamp manually. For points larger than the maximum size of the range
the hardware clamps automatically.
Fixes piglit test:
spec/!opengl 2.0/vs-point_size-zero
Reviewed-by: Eric Anholt <eric@anholt.net>
The OpenGL ES spec requires that the value of gl_PointSize is clamped
to an implementation-dependent range matching what is advertised by
GL_ALIASED_POINT_SIZE_RANGE. For V3D this is [1.0, 512.0], but the
hardware won't clamp to the minimum side of the range and won't render
points with a size strictly smaller than 1.0 either, so we need to
clamp manually. For points larger than the maximum size of the range
the hardware clamps automatically.
Fixes piglit test:
spec/!opengl 2.0/vs-point_size-zero
Reviewed-by: Eric Anholt <eric@anholt.net>
The OpenGL and OpenGL ES specs require that implementations clamp the
value of gl_PointSize to an implementation-depedent range. This pass
is useful for any GPU hardware that doesn't do this automatically
for either one or both sides of the range, such as V3D.
v2:
- Turn into a generic NIR pass (Eric).
- Make the pass work before lower I/O so we can use the deref variable
to inspect if we are writing to gl_PointSize (Eric).
- Make the pass take the range to clamp as parameter and allow it
to clamp to both sides of the range or just one side.
- Make the pass report progress.
v3:
- Fix copyright header (Eric)
- use fmin/fmax instead of bcsel to clamp (Eric)
Reviewed-by: Eric Anholt <eric@anholt.net>
v2:
- Fix incremental update of the const offset when we need to emit a sequence
with more than one write because of the writemask.
- Do not move the tmu write emission to a separate helper.
v3:
- Get the store writemask before the loop, use ffs to get the first component
to write and clear writemask bits as we process the components (Eric).
- Simplified the code that figured out the number of components for the TMU
config based on the number of tmu writes for stores and atomics.
v4:
- Code clean-ups (Eric).
Fixes:
KHR-GLES31.core.shader_image_load_store.advanced-cast-cs
KHR-GLES31.core.shader_image_load_store.advanced-cast-fs
KHR-GLES31.core.shader_storage_buffer_object.advanced-switchBuffers-cs
KHR-GLES31.core.shader_storage_buffer_object.advanced-switchPrograms-cs
KHR-GLES31.core.shader_storage_buffer_object.basic-operations-case1-cs
Reviewed-by: Eric Anholt <eric@anholt.net>
When we implement write masks on store operations we might need to
emit multiple write sequences for a given store intrinsic. To make
that easier, let's split the emission of the tmud instructions to
their own block after we are done with the code that only needs to
run once no matter how many write sequences we need to emit.
Reviewed-by: Eric Anholt <eric@anholt.net>
If the current job has a sequence of draw calls involving SSBOs and/or
shader images, we would flush the job in between each draw call.
With this change, we won't flush the current job and we rely on the
application inserting correct barriers by issuing glMemoryBarrier()
when needed.
v2 (Eric):
- When mapping a buffer for writing, we always need to flush.
Reviewed-by: Eric Anholt <eric@anholt.net>
PIPE_BARRIER_UPDATE is defined as:
PIPE_BARRIER_UPDATE_BUFFER | PIPE_BARRIER_UPDATE_TEXTURE
Which means we were flushing for any flags other than these two, but
this was intended to only flush for ssbos and images.
Actually, the driver automatically flushes jobs as we need, including
writes/reads involving SSBOs and images, so we don't really need to
flush anything when the program emits a barrier. However, this may
lead to excessive flushing in some cases, so we will soon change this
to avoid atutomatic flushing of the current job for SSBOs and images,
meaning that we will rely on the application to emit correct memory
barriers for these that we should make sure to process here.
Reviewed-by: Eric Anholt <eric@anholt.net>
If the current draw call includes SSBOs, then we must flush any jobs
that are writing to the same SSBOs (so that our SSBOs reads are correct),
as well as jobs reading from the same SSBO (so that our SSBO writes don't
stomp previous SSBO reads).
The exact same logic applies to shader images. In this case we were already
flushing previous writes, but we should also flush previous reads.
Note that We don't need to call v3d_flush_jobs_reading_resource() and
v3d_flush_jobs_writing_resource() separately though, since flushing
jobs that read a resource also flushes those writing to it.
Suggested-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
The `device` can be set earlier either by a command line or a by
intercepting an ioctl call to get the I915_PARAM_CHIPSET_ID done by
the application early. In both cases `aub_file` and `devinfo` would
not be initialized.
Fix by splitting the conditions
- `device == 0`: use the FD to get both device and devinfo.
- Or `devinfo.gen == 0`: use `device` to initialize it.
And separatedly, initialize aub_file the first time it is needed.
Fixes: d594d2a052 ("intel/tools: use device info initializer")
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
If the pixel pipes have a different number of subslices, emit a slice
hashing table that will ensure proper workload distribution.
v2: Set Mask field to 0xffff for workaround (Ken).
If the pixel pipes have a different number of subslices, emit a slice
hashing table that will ensure proper workload distribution.
v2: Don't need to set the mask - it's mbo (Ken).
If the pixel pipes have a different number of subslices, emit a slice
hashing table that will ensure proper workload distribution.
v2: Don't need to set the mask - it's mbo (Ken).
v3: Don't keep a reference to the resource used for emitting the table
(Ken).
Add these fields and the 3DSTATE_SLICE_TABLE_STATE_POINTERS instruction
so we can properly configure the slice and subslice hashing on ICL+
v2: Make 'Mask' field a mbo (Ken).
We don't need it for state setup but it's a useful statistic we want to
pass on to developers.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit is all annoying plumbing work which just adds support for a
new brw_compile_stats struct. This struct provides a binary driver
readable form of the same statistics we dump out to stderr when we
INTEL_DEBUG is set with a shader stage.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
While NIR's lower_imul64() solves the case of 64 bit integer multiplications
generated early, we don't have a way to lower such instructions when they are
generated by our own backend, such as the scan/reduce intrinsics. We'll need
this soon, so implement it now.
An easy way to test this is to simply disable nir_lower_imul64 to let
those operations reach the backend.
v2:
- Fix Q/UQ copy/paste errors (Caio).
- Transform an 'if' into 'else if' (Caio).
- Add an extra comment to clarify the need for 64b = 32b * 32b
(Caio).
- Make private functions private (Caio).
v3:
- Remove ambiguity with 'b' and 'd' variables (Caio).
- Allocate potentially less regs for the dwords (Caio).
Cc: Jason Ekstrand <jason.ekstrand@intel.com>
Cc: Matt Turner <matt.turner@intel.com>
Cc: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Invert the logic of how progress is handled: remove the continue
statements and mark progress inside the places where it actually
happens.
We're going to add a new lowering that also looks for BRW_OPCODE_MUL,
so inverting the logic here makes the resulting code much easier to
follow.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Don't instantiate a builder for each instruction during
lower_integer_multiplication(). Instantiate one only when needed.
On the other hand, these unneeded builders don't seem to cost much to
init, so I don't expect any significant difference in performance:
this is mostly about code organization.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
The lower_integer_multiplication() function is already a little too
big. I want to add more to it, so let's reorganize the existing code
first. Let's start with just extracting the current code to
subfunctions. Later we'll change them a little more.
v2: Make private functions private (Caio).
v3: Fix typo (Caio).
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
v2: add to series
v3: update Makefile.sources
v4: don't remove a comment and break statement
v4: use nir_can_move_instr
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This is mostly the same as nir_move_load_const() but can also move
undef instructions, comparisons and some intrinsics (being careful with
loops).
v2: actually delete nir_move_load_const.c
v3: fix nir_opt_sink() usage in freedreno
v3: update Makefile.sources
v4: replace get_move_def with nir_can_move_instr and nir_instr_ssa_def
v4: handle if uses
v4: fix handling of nested loops
v5: re-write adjust_block_for_loops
v5: re-write setting of use_block for if uses
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Co-authored-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Eric Anholt <eric@anholt.net>
See "i965/gen9: Optimize slice and subslice load balancing behavior."
for the rationale. According to Jason, improves Aztec Ruins
performance by 2.7%.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
v2: Undo CPU performance micro-optimization done in i965 and iris due
to lack of data justifying it on anv. Use
cmd_buffer_apply_pipe_flushes wrapper instead of emitting pipe
control command directly. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This allows enabling the shader info keeping on a per shader basis.
Also disables the cache on a per shader basis.
Reviewed-by: Dave Airlie <airlied@redhat.com>
The default pixel hashing mode settings used for slice and subslice
load balancing are far from optimal under certain conditions (see the
comments below for the gory details). The top-of-the-line GT4 parts
suffer from a particularly severe performance problem currently due to
a subslice load balancing issue. Fixing this seems to improve
graphics performance across the board for most of the benchmarks in my
test set, up to ~20% in some cases, e.g. from SKL GT4:
unigine/valley: 3.44% ±0.11%
gfxbench/gl_manhattan31: 3.99% ±0.13%
gputest/pixmark_piano: 7.95% ±0.33%
synmark/OglTexFilterAniso: 15.22% ±0.07%
synmark/OglTexMem128: 22.26% ±0.06%
Lower-end platforms are also affected by some subslice load imbalance
to a lesser degree, especially during CCS resolve and fast clear
operations, which are handled specially here due to rasterization
ocurring in reduced CCS coordinates, which changes the semantics of
the pixel hashing mode settings.
No regressions seen during my tests on some SKL, KBL and BXT
configurations. Additional benchmark reports welcome on any Gen9
platforms (that includes anything with Skylake, Broxton, Kabylake,
Geminilake, Coffeelake, Whiskey Lake, Comet Lake or Amber Lake in your
renderer string).
P.S.: A similar problem is likely to be present on other non-Gen9
platforms, especially for CCS resolve and fast clear operations.
Will follow-up with additional patches fixing the hashing mode
for those once I have enough performance data to justify it.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This is a bit of a hack, but it'll hold us over until we have 64-bit
support wired through.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This used a delicate hack to try to find indirect inputs and skip them
as candidates for pairing. Let's use a better criterion -- no sources --
and pair based on that.
We could do better, but that would require more complex data flow
analysis than we're interested in doing here.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We implement gl_WorkGroupID and gl_LocalInvocationID, which map to
ld_compute_id with special sources.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This allows liveness analysis within a loop to be more fine grained,
fixing RA failures with partial spilled movs within a loop, as well as
enabling a slight reduction of register pressure more generally:
total registers in shared programs: 350 -> 347 (-0.86%)
registers in affected programs: 12 -> 9 (-25.00%)
helped: 3
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 25.00% max: 25.00% x̄: 25.00% x̃: 25.00%
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Just laying the groundwork. Reads and writes should be supported (both
direct and indirect, either int or float, vec1/2/3/4), but no bounds
checking is done at the moment.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This is a corner case that happens a lot with SSBOs. Basically, if we
only read a few components of a uniform, we need to only spill a few
components or otherwise we try to spill what we spilled and RA hangs.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We don't want to load a 128-bit sysval when 64-bits will do. Fixes RA
failures with SSBO indirect writes.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Sometimes a sysval is used to facilitate an instruction but is not the
instruction itself.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This is of course suboptimal for performance, forcing each
glDispatchCompute call to be submitted separately to the kernel and
finish to completion. However, for the initial bring-up of compute jobs,
this simplifies quite a bit.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
For each SSBO index we get from Gallium/NIR, we need two pieces of
information in the shader:
1. The address of the SSBO in GPU memory. Within the shader, we'll be
accessing it with raw memory load/store, so we need the actual address,
not just an index.
2. The size of the SSBO. This is not strictly necessary, but at some
point, we may like to do bounds checking on SSBO accesses.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This u_prim.h helper determines the number of outputs for stream output,
given a particular primitive type and a vertex count. This is useful for
statically calculating sizes of stream output buffers (i.e. when there
is no geometry/tessellation shader in use).
This helper will be used in Panfrost's transform feedback
implementation, as you can probably guess since why else would I be
submitting it....
See also dEQP's getTransformFeedbackOutputCount routine.
v2: Simplify definition using new helpers, which also extends to non-ES2
primitive types (Eric).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
By optimizing the shader before inlining, we avoid having to redo this
work for each inlined copy of a function. It should also reduce the
memory consumption a bit.
This cuts the KHR-GL46.arrays_of_arrays_gl.SubroutineFunctionCalls2
runtime by 25% on my Icelake. That test compiles many shaders, which
contain large types (dmat4) and division (expensive operations).
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
[27/31] Compiling C object 'src/gallium/drivers/etnaviv/df32d18@@etnaviv@sta/etnaviv_compiler_nir.c.o'.
In file included from ../../src/gitlab_mesa/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c:552:
../../src/gitlab_mesa/src/gallium/drivers/etnaviv/etnaviv_compiler_nir_emit.h: In function 'ra_assign':
../../src/gitlab_mesa/src/gallium/drivers/etnaviv/etnaviv_compiler_nir_emit.h:903:9: warning: unused variable 'ok' [-Wunused-variable]
bool ok = ra_allocate(g);
^~
../../src/gitlab_mesa/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c: In function 'etna_compile_shader_nir':
../../src/gitlab_mesa/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c:663:9: warning: unused variable 'ok' [-Wunused-variable]
bool ok = emit_shader(c->nir, &options, &v->num_temps, &num_consts);
^~
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Test that found this: dEQP-VK.geometry.layered.1d_array.secondary_cmd_buffer
Fixes: 49e6c2fb78 "radv: Store color/depth surface info in attachment info instead of framebuffer."
Reviewed-by: Dave Airlie <airlied@redhat.com>
The version bump adds a proper features struct.
Fixes: d10de25309 "anv: Implement VK_EXT_subgroup_size_control"
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Can result in different shaders.
Fixes: 8a86908e9a "radv/gfx10: add Wave32 support for vertex, tessellation and geometry shaders"
Reviewed-by: Dave Airlie <airlied@redhat.com>
Instead of having the three values everywhere. This is also more
future proof if we want the driver to make those decisions eventually.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Intel drivers are not using this anymore, and turnip still don't have
Compute Shaders, so won't make a difference to stop using this option.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Rob Clark <robdclark@chromium.org>
Instead of asking spirv_to_nir to lower the workgroup (shared memory)
to offsets, keep them as derefs longer, then lower it later on.
Because Workgroup memory doesn't have explicit offsets, we need to set
those using nir_lower_vars_to_explicit_types before calling the I/O
lowering pass.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This is the first call that provides the iris context to the monitor
implementation. On the first call, use the iris context to initialize
the monitor context.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
With this commit, Iris will report that AMD_performance_monitor is
supported, and will allow the caller to query the available metrics.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Rather than hardcoding certain varying buffer indices "by convention",
work it out at draw time. This added flexibility is needed for
futureproofing and will be enable streamout.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This code is fairly self-contained, so let's factor it out of the giant
pan_context.c monster.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Register allocation for varying stores is a bit different, since the
instructions ignore the writemask (varyings are normalized
packed/vectorized..)
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
When GL_SCISSOR_TEST is enabled glClear is handled by state tracker
and there is no need to do this in gallium driver.
Reviewed-by: Alok Hota alok.hota@intel.com
This reverts commit c73988300f.
Reason: Made a fix for this, then saw @eric's change
("util/anon_file: add missing"), but some sequence of events
I don't really remember caused this to get merged. So revert ;-)
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Remove etna_bo_from_handle() as there are no known users.
Signed-off-by: Marek Vasut <marex@denx.de>
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Currently I am seeing a handful of the following debug message:
translate_texture_target:495: Unhandled texture target: 0
PIPE_BUFFER is not handled in translate_texture_target(..) which makes
sense as it is used to translate from PIPE_XXX to GPU specific value
during etna_create_sampler_view_state(..).
To fix this problem introduce gpu_supports_texture_target(..) which just
checks if the texture target is supported.
Fixes: dfe048058f ("etnaviv: support 3D and 2D array textures")
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Android 9 loader conditionally advertises VK_KHR_shared_presentable_image
extension based on this property and it looks like it does not
initialize the struct before query.
Pragmas are added to ignore warnings with Android specific structure
types in same manner as commit 8d386e6eef did.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Use a struct with bitfields to construct texture descriptor
instead of poking bits in array of uint32_t. It improves code
readability and makes it easier to experiment with unknown fields.
Also fix mipmapping while we're at it - Utgard can have up to 13
levels, but 64 bytes is enough only for 10. Calculate descriptor
size dynamically to account extra levels if we need them.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
Introduce a table for supported texel formats and use it to check
whether format is supported and for converting pipe format to lima
texel format.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
Otherwise I get:
../src/util/anon_file.c: In function ‘create_tmpfile_cloexec’:
../src/util/anon_file.c:75:9: error: implicit declaration of function ‘mkostemp’
[-Werror=implicit-function-declaration]
fd = mkostemp(tmpname, O_CLOEXEC);
^~~~~~~~
../src/util/anon_file.c:133:7: error: implicit declaration of function ‘asprintf’
[-Werror=implicit-function-declaration]
asprintf(&name, "%s/mesa-shared-%s-XXXXXX", path, debug_name);
^~~~~~~~
../src/util/anon_file.c:141:4: error: implicit declaration of function ‘free’
[-Werror=implicit-function-declaration]
free(name)
Fixes: c0376a ("util: add anon_file.h for all memfd/temp file usage")
Otherwise, virgl will report renderable or texturable formats as
also scan-out formats.
v2: drop host feature check (@kusma)
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
vkpipeline-db for my Skylake GPU:
total instructions in shared programs: 8847602 -> 8847896 (<.01%)
instructions in affected programs: 10165 -> 10459 (2.89%)
helped: 8
HURT: 2
total cycles in shared programs: 1606273555 -> 1606251634 (<.01%)
cycles in affected programs: 2201803 -> 2179882 (-1.00%)
helped: 7
HURT: 3
The shaders with more instructions is due to a loop over a shared array
in Three Kingdoms being unrolled (and creating a lot of nested ifs). Not sure
if that's good or bad.
One of the shaders with worse cycles is only worse by 0.04% and the other
two are the shaders with loops unrolled.
v2: add patch
v4: don't set spirv_options.shared_addr_format
v4: move comment concerning the shared address format used and NULL
v4: add vkpipeline-db results
v5: rename to nir_lower_vars_to_explicit_types
v5: move setting of total_shared to outside brw_compile_cs
v6: set shared_addr_format
v6: formatting changes
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> (v5)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2: use glsl_type_size_align_func
v2: move get_explicit_type() to glsl_types.cpp/nir_types.cpp
v2: use align() instead of util_align_npot()
v2: pack arrays a bit tighter
v2: rename mem_* to field_*
v2: don't attempt to handle when struct offsets are already set
v2: use column_type() instead of recreating it
v2: use a branch instead of |= in nir_lower_to_explicit_impl()
v2: assign locations to variables and update shared_size and num_shared
v2: allow the pass to be used with nir_var_{shader_temp,function_temp}
v4: rebase
v5: add TODO
v5: small formatting changes
v5: remove incorrect assert in get_explicit_type()
v5: rename to nir_lower_vars_to_explicit_types
v5: correctly update progress when only variables are updated
v5: rename get_explicit_type() to get_explicit_shared_type()
v5: add comment explaining how get_explicit_shared_type() is different
v5: update cast strides
v6: update progress when lowering nir_var_function_temp variables
v6: formatting changes
v6: add more detailed documentation comment for get_explicit_shared_type
v6: rename get_explicit_shared_type to get_explicit_type_for_size_align
v7: fix comment in nir_lower_vars_to_explicit_types_impl()
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> (v5)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2: require nir_address_format_32bit_offset instead
v3: don't call nir_intrinsic_set_access() for shared atomics
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
On Windows, p_atomic_inc_return returns an unsigned long long rather
than the type the pointer refers to, so let's make sure we cast the
result to the right type. Otherwise, we'll trigger a warning about
the wrong format-string for the type.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Acked-by: Eric Engestrom <eric@engestrom.ch>
This avoids a warning about implicitly casting away the constness of the
pointer.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Acked-by: Eric Engestrom <eric@engestrom.ch>
This avoids a warning on some compiler, complaining about implicitly
casting the function-pointer.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Fixes: d482a8f "spirv: Update the OpenCL.std.h header"
Acked-by: Eric Engestrom <eric@engestrom.ch>
Imported resources might not start at offset 0 into the buffer object.
Make sure to remember the offset that is provided with the handle on
import.
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Philipp Zabel <p.zabel@pengutronix.de>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
1. fix build issues with MSVC 2019 compiler
The MSVC 2019 compiler seems to have an issue with optimized code-gen
when using the _mm256_and_si256() intrinsic.
Only disable use of integer vpand on buggy versions MSVC 2019.
Otherwise allow use of integer vpand intrinsic.
2. Remove unused vec/matrix functionality
Reviewed-by: Alok Hota <alok.hota@intel.com>
We can use the PRIMITIVE_COUNTS_FEEDBACK packet to write various primitive
counts to a buffer, including the number of primives written to transform
feedback buffers, which will handle buffer overflow correctly.
There are a couple of caveats with this:
Primitive counters are reset when we emit a 'Tile Binning Mode Configuration'
packet, which can happen in the middle of a primitives query, so we need to
read the buffer when we submit a job and accumulate the counts in the context
so we don't lose them.
We also need to do the same when we switch primitive type during transform
feedback so we can compute the correct number of recorded vertices from
the number of primitives. This is necessary so we can provide an accurate
vertex count for draw from transform feedback.
v2:
- When computing the number of vertices for a primitive, pass in the base
primitive, since that is what the hardware will count.
- No need to update primitive counts when switching primitive types if
the base primitives are the same.
- Log perf warning when mapping the primitive counts BO for readback (Eric).
- Only emit the primitive counts packet once at job end (Eric).
- Use u_upload mechanism for the primitive counts buffer (Eric).
- Use the XML to generate indices into the primitive counters buffer (Eric).
Fixes piglit tests:
spec/ext_transform_feedback/overflow-edge-cases
spec/ext_transform_feedback/query-primitives_written-bufferrange
spec/ext_transform_feedback/query-primitives_written-bufferrange-discard
spec/ext_transform_feedback/change-size base-shrink
spec/ext_transform_feedback/change-size base-grow
spec/ext_transform_feedback/change-size offset-shrink
spec/ext_transform_feedback/change-size offset-grow
spec/ext_transform_feedback/change-size range-shrink
spec/ext_transform_feedback/change-size range-grow
spec/ext_transform_feedback/intervening-read prims-written
Reviewed-by: Eric Anholt <eric@anholt.net>
These were not being compiled because of the lack of __gen_unpack_address.
v2:
- Shift raw address correctly (Eric).
Reviewed-by: Eric Anholt <eric@anholt.net>
What we call GROWABLE in Mesa corresponds to the HEAP BO flag in the
kernel. These buffers cannot be memory mapped in the CPU side at the
moment, so make sure they are also marked INVISIBLE.
This allows us to allocate a big heap upfront (16MB) without actually
reserving space unless it's needed.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This will be useful right now so we avoid retrieving a non-executable
buffer when a executable one is needed.
As we support more flags, this logic will need to be extended to
consider the different trade-offs to be made when matching BO
specifications to BOs in the cache.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Instead of all shaders being stored in a single BO, have each shader in
its own.
This removes the need for a 16MB allocation per context, and allows us
to place transient blend shaders in BOs marked as executable (before
they were allocated in the transient pool, which shouldn't be
executable).
v2: - Store compiled blend shaders in a malloc'ed buffer, to avoid
reading from GPU-accessible memory when patching (Alyssa).
- Free struct panfrost_blend_shader (Alyssa).
- Give the job a reference to regular shaders when emitting
(Alyssa).
v3: - Split out the allocation flags change (Rob).
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Some hash functions (eg. key_u64_hash) will attempt to dereference the
key, causing an invalid access when passed DELETED_KEY_VALUE (0x1) or
FREED_KEY_VALUE (0x0).
When in 32-bit arch a 64-bit key value doesn't fit into a pointer, so
hash_table_u64 internally use a pointer to a struct containing the
64-bit key value.
Fix _mesa_hash_table_u64_clear() to handle the 32-bit case by creating a
temporary hash_key_u64 to pass to the hash function.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Suggested-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Cc: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Cc: Nicolai Hähnle <nicolai.haehnle@amd.com>
New function supports gralloc1 usage flags that get set separately
for producer and consumer. As we still need to support old method too,
let's share common code and use android_convertGralloc0To1Usage helper.
Bump the VK_ANDROID_native_buffer version to indicate support for the
new call.
Changes were tested on Android Celadon P with Basemark GPU and various
Sascha Willems Vulkan demos.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
INTEL_DEBUG=perfmon will iterate over the perf queries, printing
information about the state of each query. Some of this information
will be private to intel/perf, and needs to a dump routine that can be
called from i965.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Now that all references from i965 have been moved to perf, we can make
internal methods private again.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
By encapsulating this implementation within perf, we can eventually
make struct gen_perf_ctx private.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This refactor moves several helper functions for get_query_data as
well:
- accumulate_oa_reports
- read_gt_frequency
- get_pipeline_stats_data
- get_oa_counter_data
Functions which are no longer referenced in brw_performance_query.c
have been removed.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The following methods have duplicate implementation of read_oa_samples_until in
brw_performance_query.c:
- read_oa_samples_for_query
- read_oa_samples_until
They ar still referenced by other methods in the file and will be
removed on the subsequent commit.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
To move more operations into intel/perf, several state items are
needed. Save references to that state in the perf_ctxt, rather than
passing them in for every operation.
This commit includes an initializer for gen_perf_context, to set those
references and also encapsulate the initialization of the sample
buffer state.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Most accesses to perf state were made through repeated dereferences of
brw_context members. Prefering temporary variables of perf_ctx and
perf_cfg has the following advantages:
- more concise implementation
- easier refactor when moving subsequent methods to perf
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The "context" that is necessary to submit and process perf commands to
the hardware was previously present in the brw_context.perfquery
struct. This commit moves it into perf and provides a more
understandable name.
The intention is for this struct to be private, when all methods that
access it are migrated into perf.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
oa_sample_buf holds the data provided by the kernel that will be
collated into performance metrics. Since this functionality will be
implemented in perf, the struct needs to be defined there.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Iris and i965 both need to enumerate the available metrics, so these
routines must be located in perf.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The perf subsystem needs several macro definitions that were
duplicated in Iris and i965 headers. Place these macros within perf,
if the perf implementation contains the only references to the values.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Performance metrics collections requires several actions (eg bo_map())
that have different implementations for Iris and i965. The perf
subsystem needs a vtable for each of these actions, so it can invoke
the corresponding implementation for each driver.
The first call to be added to the table is bo_alloc.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
There were multiple ioctl-wrapper functions, so a common
implementation was put in gen_gem.h. With a common implementation,
perf no longer needs the caller to configure one for it.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This structure contains the configurations of the metrics for the
current platform, and the settings needed for the perf subsystem to
query that configuration from the device. This data is available
without a rendering context, and needed to support MDAPI metrics for
Vulkan.
A gen_perf_context struct will be added later, which holds additional
state from the rendering context necessary for metric data
collection. The gen_perf struct needs a more precise name to reduce
confusion.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This debug situation is unforunate. debug_printf only does something
with DEBUG set, but in practice all that needs to be moved to !NDEBUG.
For now, use _debug_printf which always prints. However the whole
function is guarded by !NDEBUG.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Both AMD and NVIDIA hardware define it this way. Instead of replicating
the logic everywhere, just fix it up in one place.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
There's no reason to bring format-less load requirement into this
extension. It requires a size to be provided, and a compatible format is
computed from the size + data type. For example
layout(size1x32) uniform iimage1D image;
becomes
DCL IMAGE[0], 1D, PIPE_FORMAT_R32_SINT, WR
whereas PIPE_CAP_IMAGE_LOAD_FORMATTED is designed to allow
PIPE_FORMAT_NONE to be provided as a format and still enable LOAD
operations to be performed.
So the shader has all the information it needs about the format.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Registration of mdapi metrics based on statistics query registers was
inadvertently removed in the commit that checks for OA kernel support.
The statistics queries are not dependent on OA.
Fixes: 96e1c945f2 ("i965: Move device info initialization to common code")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Move the Weston os_create_anonymous_file code from egl/wayland into util,
add support for Linux memfd and FreeBSD SHM_ANON,
use that code in anv/aubinator instead of explicit memfd calls for portability.
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Also only set FLUSH_ON_BINNING_TRANSITION for GPU families that needs it (matches
what si_emit_dpbb_disable is doing).
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The DBG marco in brw_blorp.c ends up calling an android log function:
error: undefined reference to '__android_log_print'
v2: On suggestion from Lionel, hang the Android dependency onto a new
libintel_common dependency.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We also need to update wayland-protocols and libXrandr (and randrproto),
as they are too old for gdk3 (which gtk3 depends on).
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
The current Androdi.registers.mk file causes build failures that
look like:
FAILED:
external/mesa3d/src/freedreno/Android.registers.mk:49: error: implicit rules are obsolete: out/target/product/linaro_db845c/gen/STATIC_LIBRARIES/libfreedreno_registers_intermediates/registers/%.xml.h
Caused by the following Android build rule change:
https://android.googlesource.com/platform/build/+/HEAD/Changes.md#implicit_rules
I tried to replace this with something similar to the static
pattern suggested in the URL above, but ended up getting all the
xml.h files generated using only the first a2xx.xml source file.
So I've fallen back to explicitly defining the make rules for
each.
Additionally, we needed to provide the proper
LOCAL_EXPORT_C_INCLUDE_DIRS and add the defined static library
to the components that depend on the register headers.
Acked-by: Eric Anholt <eric@anholt.net>
Signed-off-by: John Stultz <john.stultz@linaro.org>
Midgard does not accept a index_bias directly and relies instead on a
bias correction offset (offset_bias_correction) in order to calculate
the unbiased vertex index.
We need to make sure we adjust offset_start and vertex_count in order to
take into account the index_bias as required by a
glDrawElementsBaseVertex call and then supply a additional
offset_bias_correction to the hardware.
Signed-off-by: Rohan Garg <rohan.garg@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Previously we relied on stores not using DCC but that is going to
change, so disable compression explicitly.
Reviewed-by: Dave Airlie <airlied@redhat.com>
For extra args. Unlike image creation, I'm not embedding the vk
struct in there, so all the inline structs can be kept.
Reviewed-by: Dave Airlie <airlied@redhat.com>
VK spec 7.3:
"Applications must ensure that all accesses to memory that backs
image subresources used as attachments in a given renderpass instance
either happen-before the load operations for those attachments, or
happen-after the store operations for those attachments."
So the only renderloops we can have is with input attachments. Detect
these.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Using the wrong bounds
Fixes: "219d6939df8 radv: add more assertions to make sure packets are correctly emitted"
Reviewed-by: Andres Rodriguez <andresx7@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
for internal radeonsi shaders
v2 (Connor):
- Split out prep work from adding opcodes, and rewrite the former
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
for internal radeonsi shaders
v2 (Connor):
- Split this out from the prep work, and rework the former
- Add support for U64SNE
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
We shouldn't be using the versions that output a 32-bit boolean, since
nir_opt_algebraic won't optimize them as well. Drivers will lower these
to the 32-bit versions after optimizing, if appropriate. Also, this will
make implementing 64-bit comparisons easier.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This extension has 2 functions that are missing from the ARB versions:
- imageAtomicIncWrap
- imageAtomicDecWrap
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Lowering PS inputs can eliminate some of them, which messes up
persp/linear barycentric coord usage info.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
They are exactly like _mesa_GetTexEnvfv/_mesa_GetTexEnviv except they take
a GLuint texunit parameter instead of relying of ctx->Texture.CurrentUnit.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Based on the 'static get_texobj_by_target' function from texparam.c,
but extended to also take the texunit as a parameter.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The new function implements the same feature but doesn't depend
on ctx->Texture.CurrentUnit.
This change allows to use it from indexed functions.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Lowers BaseVertex to the correct system value for OpenGL.
v2: use options->environment rather than adding a new flag to
spirv_to_nir_options
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Fix uploading of 3D textures and 2D array textures:
* Remove asserts in BLT and RS checking z
* Use box->z/box->depth in etna_copy_resource_box and CPU tile/untile
* Track mip level depth and use it in etna_copy_resource
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Allow UBO relocs and only emitting uniforms that are actually used.
GC7000Lite has no address register, so upload uniforms to a UBO object to
LOAD from.
I removed the code to check for changes to individual uniforms and just
reupload to entire uniform state when the state is dirty. I think there
was very limited benefit to it and it isn't compatible with relocs.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Philipp Zabel <p.zabel@pengutronix.de>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Very basic summary, loops and gpir spills:fills are not updated yet and
are only there to comply with the strings to shader-db report.py regex.
For now it can be used to analyze the impact of changes in instruction
count in both gpir and ppir.
The LIMA_DEBUG=shaderdb setting can be useful to output stats on
applications other than shader-db.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
This adds support for glDebugMessageCallback which is required to
support shader-db reports.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
These tests have been fixed by:
b514f41183 ("glcpp: use pre-expansion line number for __LINE__")
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
8af1990a exposed dri2_get_mapping_by_fourcc() in dri_helpers.h, so it
could be used by dri_get_egl_image(), but didn't move it. This breaks
the build in the with_dri=false case (e.g. when building for a target
which doesn't have libdrm, so swrast is only dri driver built)
Fixes the following deqp tests:
dEQP-GLES2.functional.shaders.preprocessor.predefined_macros.line_2_*
It don't see the spec requiring this, but it seems to be better, as the
clang preprocessor for example has this behavior.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This just eliminates tautological / contradictory compares that are used
for bcsel and other non-if-statement cases. If-statements are not
affected because removing flow control can cause the i965 instrution
scheduler to create some very long live ranges resulting in unncessary
spilling. This causes some shaders to fall of a performance cliff.
Since many small if-statements are already flattened to bcsel, this
optimization covers more than 68% of the possible cases (2417 shaders
helped for instructions on Skylake vs. 3554).
v2: Reorder and add whitespace to make the relationship between the
patterns more obvious. Suggested by Caio.
All Gen7+ platforms had similar results. (Ice Lake shown)
total instructions in shared programs: 16333474 -> 16322028 (-0.07%)
instructions in affected programs: 438559 -> 427113 (-2.61%)
helped: 1765
HURT: 0
helped stats (abs) min: 1 max: 275 x̄: 6.48 x̃: 4
helped stats (rel) min: 0.20% max: 36.36% x̄: 4.07% x̃: 1.82%
95% mean confidence interval for instructions value: -6.87 -6.10
95% mean confidence interval for instructions %-change: -4.30% -3.84%
Instructions are helped.
total cycles in shared programs: 367608554 -> 367511103 (-0.03%)
cycles in affected programs: 8368829 -> 8271378 (-1.16%)
helped: 1541
HURT: 129
helped stats (abs) min: 1 max: 4468 x̄: 66.78 x̃: 39
helped stats (rel) min: 0.01% max: 45.69% x̄: 4.10% x̃: 2.17%
HURT stats (abs) min: 1 max: 973 x̄: 42.25 x̃: 10
HURT stats (rel) min: 0.02% max: 64.39% x̄: 2.15% x̃: 0.60%
95% mean confidence interval for cycles value: -64.90 -51.81
95% mean confidence interval for cycles %-change: -3.89% -3.36%
Cycles are helped.
total spills in shared programs: 8867 -> 8868 (0.01%)
spills in affected programs: 18 -> 19 (5.56%)
helped: 0
HURT: 1
total fills in shared programs: 21900 -> 21903 (0.01%)
fills in affected programs: 78 -> 81 (3.85%)
helped: 0
HURT: 1
All Gen6 and earlier platforms had similar results. (Sandy Bridge shown)
total instructions in shared programs: 10829877 -> 10829247 (<.01%)
instructions in affected programs: 30240 -> 29610 (-2.08%)
helped: 177
HURT: 0
helped stats (abs) min: 1 max: 15 x̄: 3.56 x̃: 3
helped stats (rel) min: 0.37% max: 17.39% x̄: 2.68% x̃: 1.94%
95% mean confidence interval for instructions value: -3.93 -3.18
95% mean confidence interval for instructions %-change: -3.04% -2.32%
Instructions are helped.
total cycles in shared programs: 154036580 -> 154035437 (<.01%)
cycles in affected programs: 352402 -> 351259 (-0.32%)
helped: 96
HURT: 28
helped stats (abs) min: 1 max: 128 x̄: 14.73 x̃: 6
helped stats (rel) min: 0.03% max: 24.00% x̄: 1.51% x̃: 0.46%
HURT stats (abs) min: 1 max: 117 x̄: 9.68 x̃: 4
HURT stats (rel) min: 0.03% max: 2.24% x̄: 0.43% x̃: 0.23%
95% mean confidence interval for cycles value: -13.40 -5.03
95% mean confidence interval for cycles %-change: -1.62% -0.53%
Cycles are helped.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
A similar technique could be used for fmin3, fmax3, and fmid3.
This could be squashed with the previous commit. I kept it separate to
ease review.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This could be squashed with the previous commit. I kept it separate to
ease review.
v2: Add some missing cases. Use nir_src_is_const helper. Both
suggested by Caio. Use a table for mapping source ranges to a result
range.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This could be squashed with the previous commit. I kept it separate to
ease review.
v2: Use a switch statement and add more comments. Both suggested by
Caio.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Most integer operations are omitted because dealing with integer
overflow is hard. There are a few things that could be smarter if there
was a small amount more tracking of ranges of integer types (i.e.,
operands are Boolean, operand values fit in 16 bits, etc.).
The changes to nir_search_helpers.h are included in this patch to
simplify reordering the changes to nir_opt_algebraic.py.
v2: Memoize range analysis results. Without this, some shaders appear
to get stuck in infinite loops.
v3: Rebase on many months of Mesa changes, including 1-bit Boolean
changes.
v4: Rebase on "nir: Drop imov/fmov in favor of one mov instruction".
v5: Use nir_alu_srcs_equal for detecting (a*a). Previously just the SSA
value was compared, and this incorrectly matched (a.x*a.y).
v6: Many code improvements including (but not limited to) better names,
more comments, and better use of helper functions. All suggested by
Caio. Rework the handling of several opcodes to use a table for mapping
source ranges to a result range. This change fixed a bug that caused
fmax(gt_zero, ge_zero) to be incorrectly recognized as ge_zero.
Slightly tighten the range of fmul by recognizing that x*x is gt_zero if
x is gt_zero. Add similar handling for -x*x.
v7: Use _______ in the tables as an alias for unknown. Suggested by
Caio.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Previously, we assumed that the dirty bit was always 1 << VK_DYNAMIC_*
and this assumption is about to be false. Extensions which define new
VK_DYNAMIC_* enums won't be nice and tightly packed which this really
requires. Instead, add functions to don the conversions and rework the
bits a bit.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Look ma, we're a real driver now! I was waiting until Panfrost
stabilises a bit for this, but now that 19.2 is almost here, let's make
us official :)
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
nir_lower_int_to_float is currently only meant to run once, and some ops
must be lowered after being converted from int ops to be implementable,
so re-run nir_opt_algebraic after lowering ints to floats.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Symptom: the sky is black in SuperTuxKart (flashbacks to SMB/NES
emulation intensify).
Essentially, what happened is a fixed (special) move to r0 was
eliminated but scheduling did not factor this in, so
can_run_concurrent_ssa returned true even when there was a logical data
dependency that needed to be resolved.
Fixes: 20771ede1c ("pan/midgard: Add post-RA move elimination")
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
When dumping shader's assembly with INTEL_DEBUG=vs,tcs,...
sha1 of the resulting assembly is also printed, having environment
variable INTEL_SHADER_ASM_READ_PATH present driver will try to
load a "%sha1%.bin" file from the path and substitute current
assembly with the one from the file.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Add '-t,--type' command line option to specify the output type
which can be 'bin', 'c_literal' or 'hex'.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
In preparation for an initial 19.2 release, add a blacklist for apps
known to be buggy under Panfrost to protect users. Panfrost is NOT a
conformant implementation at this time.
Distros: please do not revert this patch. If blacklisted apps are run
using Panfrost, dragons will bite you. Thanks :)
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Acked-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
A while ago, we started deferring GEM object closure and VMA release
until buffers were idle. This had some unforeseen interactions with
external buffers.
We keep imported buffers in hash tables, so if we have repeated imports
of the same GEM object, we map those to the same iris_bo structure.
This is critical for several reasons. Unfortunately, we broke this
assumption. When freeing a non-idle external buffer, we would drop it
from the hash tables, then move it to the zombie list. If someone
reimported the same GEM object, we would not find it in the hash tables,
and go ahead and make a second iris_bo for that GEM object. But the old
iris_bo would still be in the zombie list, and so we would eventually
call GEM_CLOSE on it - closing a BO that should have still been live.
To work around this, we defer removing a BO from the hash tables until
it's actually fully closed. This has the strange effect that an
external BO may be on the zombie list, and yet be resurrected before
it can be properly cleaned up. In this case, we remove it from the
list so it won't be freed.
Fixes severe instability in Weston, which was hitting EINVALs and
ENOENTs from execbuf2, due to batches referring to a GEM object that
had been closed, or at least had its VMA torched.
Fixes: 457a55716e ("iris: Defer closing and freeing VMA until buffers are idle.")
Everybody importing an external buffer was looking it up in the hash
table, then referencing it. We can just do that in the helper instead,
which also gives us a convenient spot to stash extra code shortly.
The STM32MP157 features a Vivante GC400 GPU supported by etnaviv.
Add a DRM entry point for the STM display controller, so mesa
can be used with it.
Signed-off-by: Ahmad Fatoum <a.fatoum@pengutronix.de>
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The load uniform/temporary operations output only to a pipeline
register, which must be consumed by another op in the same instruction
later.
The current implementation delays the decision of who will consume this
result to until the scheduling step. If the consumer node is not able to
use the pipeline register, a mov node may have to be created, during the
scheduler step.
As part of the ppir scheduler simplification, and now that the ppir
scheduler supports pipeline register dependencies, this can be
simplified by always creating a single mov node outputting to a normal
register that can be used directly by all consumers.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
The select operation relies on the select condition coming from the
result of the the alu scalar mult slot, in the same instruction.
The current implementation creates a mov node to be the predecessor of
select, and then relies on an exception during scheduling to ensure that
both ops are inserted in the same instruction.
Now that the ppir scheduler supports pipeline register dependencies,
this can be simplified by making the mov explicitly output to the fmul
pipeline register, and the scheduler can place it without an exception.
Since the select condition can only be placed in the scalar mult slot,
differently than a regular mov, define a separate op for it.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
The ppir scheduler grew to be rather complicated and containing many
exceptions as it also has to take care of inserting additional nodes
when it is mandatory for nodes to be in the same instruction.
As such, the lima lowering and scheduling process can be difficult to
understand and maintain.
The ppir lowering step created nodes hoping that the scheduler would
notice the exception and do the right thing.
This proposal adds a simple refactor to the scheduler so that it places
nodes with pipeline registers in the same instruction.
With the scheduler handling this in a general way, it is possible to
create same-instruction dependencies by using pipeline registers during
the lowering stage.
This is simpler to maintain because now we can make these dependencies
explicit in a single place (lowering), and we can drop exceptions from
scheduling.
Reducing the complexity of the scheduler is also useful as preparatory
work to support control flow in ppir.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
On recent versions of Meson (0.47+) these are synonymous, but we still
support older versions than that, so let's use the correct syntax to
avoid confusing users of old Meson versions.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Right now, all it does is provide the new standard `static_assert()` name.
Fixes: fbf7c38da3 ("egl/wayland: use bitset.h for `formats` bit set")
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Tested-by: Bhushan Shah <bshah@kde.org>
According to Mac OSX's man page [1], this is how we should get the list
of exported symbols:
nm -g -P foo.dylib
-g to only show the exported symbols
-P to show it in a "portable" format, ie. readable by a script
Since this is supported by GNU nm as well, let's use that everywhere,
although some care needs to be taken as there are some differences in
the output.
[1] https://www.unix.com/man-page/osx/1/nm/
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Tested-by: Vinson Lee <vlee@freedesktop.org>
Utgard PP is vec4, but some operations are scalar, utilize
NIR vec to scalar lowering pass and indicate operations that we
want to lower.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
The brw_wm_prog_data_dispatch_grf_start_reg and _prog_offset helpers
read the _NPixelDispatchEnable fields from 3DSTATE_PS to figure out
which bits to pull out of the prog data and stuff where. Therefore,
they need to be called with the final set of _NPixelDispatchEnable bits
after we've done the workaround for SIMD32 and 16x MSAA. Otherwise, if
you end up with a somewhat odd combination of enables, the GRF start reg
and KSP data ends up in the wrong slots. In particular, running
SIMD32-only is broken but several other combinations are as well.
Fixes: 5445c176e2 "iris: Disable SIMD32 when using a 16x MSAA..."
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The asm code expects a specific kind of implementation, but Android
uses something different (emutls).
Turns out mesa has a fallback with pthread_getspecific, with an
optimizaiton if only a single thread is used. emutls also uses
getspecific, so lets just use the optimized mesa implementation.
Fixes: 20294dceeb "mesa: Enable asm unconditionally, now that gen_matypes is gone."
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
This automates the include_directories and dependencies tracking so that
all users of libmesa_util don't need to add them manually.
Next commit will remove the ones that were only added for that reason.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Eric Anholt <eric@anholt.net>
Tested-by: Vinson Lee <vlee@freedesktop.org>
No functional changes, just breaks out a megamonster function and fixes
the indentation.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We need three independent sources to support indirect SSBO writes (as
well as textures with both LOD/bias and offsets). Now is a good time to
make sources just an array so we don't have to rewrite a ton of code if
we ever needed a fourth source for some reason.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
As far as I know, there's no such thing as a load/store op that only
takes its argument in r27. We just need to set the appropriate arg_1
field in the RA to specify other registers if we want them.
To facilitate this, various RA-related changes are needed across the
compiler ; this should also fix indirect offsets which were implicitly
interpreted as "r27-only" despite not even passing through RA yet. One
ripple effect change is switching the move insertion point and adjusting
the liveness analysis accordingly, so while this was intended as a
purely functional change, there are some shader-db changes:
total instructions in shared programs: 3511 -> 3498 (-0.37%)
instructions in affected programs: 563 -> 550 (-2.31%)
helped: 12
HURT: 0
helped stats (abs) min: 1 max: 2 x̄: 1.08 x̃: 1
helped stats (rel) min: 0.93% max: 5.00% x̄: 2.58% x̃: 2.33%
95% mean confidence interval for instructions value: -1.27 -0.90
95% mean confidence interval for instructions %-change: -3.23% -1.93%
Instructions are helped.
total bundles in shared programs: 2067 -> 2067 (0.00%)
bundles in affected programs: 398 -> 398 (0.00%)
helped: 7
HURT: 4
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 1.54% max: 10.00% x̄: 5.04% x̃: 5.56%
HURT stats (abs) min: 1 max: 2 x̄: 1.75 x̃: 2
HURT stats (rel) min: 2.13% max: 4.26% x̄: 3.72% x̃: 4.26%
95% mean confidence interval for bundles value: -0.95 0.95
95% mean confidence interval for bundles %-change: -5.21% 1.50%
Inconclusive result (value mean confidence interval includes 0).
total quadwords in shared programs: 3464 -> 3454 (-0.29%)
quadwords in affected programs: 1199 -> 1189 (-0.83%)
helped: 18
HURT: 4
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 1.03% max: 5.26% x̄: 2.44% x̃: 1.79%
HURT stats (abs) min: 2 max: 2 x̄: 2.00 x̃: 2
HURT stats (rel) min: 2.56% max: 2.82% x̄: 2.63% x̃: 2.56%
95% mean confidence interval for quadwords value: -0.98 0.07
Inconclusive result (value mean confidence interval includes 0).
total registers in shared programs: 383 -> 373 (-2.61%)
registers in affected programs: 56 -> 46 (-17.86%)
helped: 12
HURT: 2
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 9.09% max: 33.33% x̄: 29.58% x̃: 33.33%
HURT stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
HURT stats (rel) min: 20.00% max: 50.00% x̄: 35.00% x̃: 35.00%
95% mean confidence interval for registers value: -1.13 -0.29
95% mean confidence interval for registers %-change: -35.07% -5.63%
Registers are helped.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Load/store's main "argument 0" already has its swizzle handled
correctly (for stores, that is). But the tinier arguments, the compact
ones with a component select but not a full swizzle, those are not yet
handled. Let's do something about that!
Rather than an ersatz thing that sort of looks like successors but is in
fact just the source order traversal with some backward jumps hacked in
for loops... construct an actual flow graph so we can do analysis
sanely.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The 16-bit field can be decomposed to two independent 8-bit fields, each
representing a single (additional) argument to the load/store op,
generally used for encoding registers. Addressable registers here are
substantially limited compared to the main register in a load/store op.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than alloacting a huge (64MB) polygon list on context creation
and sharing it across framebuffers, we instead allocate polygon lists as
BOs (which consistently hit the cache) sized appropriately; for about a
month, we've known how to calculate the polygon list size so this has
only recently become possible.
The good news is we can render to truly massive framebuffers without
crashing and, more importantly, we eliminate the 64MB upfront overhead.
If a list that size isn't actually needed, it's not allocated.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
The wallpaper blit is a bit special in that the operation is targetting
the current FB, but the u_blitter logic creates a new surface for it
which makes util_framebuffer_state_equal() return false. In that case
we don't want a new FB descriptor to be emitted/attached, so let's just
copy the new state into ctx->pipe_framebuffer and exit the function.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
If the current FB matches the new one there's nothing to be done in
panfrost_set_framebuffer_state(). By bailing out early in that case we
avoid emitting new FB descriptors (the old ones are still valid).
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
No need to emit SFBD/MFBD at frame invalidation. They can be emitted
when the framebuffer is attached, which saves us a potential FB desc
re-allocation if a new FB is bound after the swap.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
ctx->job is supposed to serve as a cache to avoid an hash table lookup
everytime we access the job attached to the currently bound FB, except
it was never assigned to anything but NULL.
Fix that by adding the missing assignment in panfrost_get_job_for_fbo().
Also add a missing NULL assignment in the ->set_framebuffer_state()
path.
While at it, add extra assert()s to make sure ctx->job is consistent.
Fixes: 59c9623d0a ("panfrost: Import job data structures from v3d")
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
When the application does not ask for robust buffer access.
Only implemented the check in radv.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This allows us to avoid having to rename all the PIPE_OS_* at once while
still making sure PIPE_OS_* and DETECT_OS_* are always in sync.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
It has nothing to do with the PIPE_SUBSYSTEM_* stuff from gallium.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
PIPE_SUBSYSTEM_DRI was introduced in dacfef1589 ("gallium: New
configuration header.") 11 years ago, and was never used.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Mostly copied from src/gallium/include/pipe/p_config.h, so I kept its
copyright and authorship.
Other than the obvious rename, the big difference is that these are
always defined, to be used as `#if DETECT_OS_LINUX`.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
We can have a scenario like:
A -> B
A -> C -> B
When adding the A->C dependency, it doesn't really matter that C depends
on something that A depends on, that isn't a necessary condition for a
dependency loop.
Instead what we want to know is that nothing C depends on, directly or
indirectly, depends on A. We can detect this by recursively OR'ing the
dependents_mask of C and all it's dependencies.
Signed-off-by: Rob Clark <robdclark@chromium.org>
If no clear, and no geometry according to VSC_STATE[pipe] we can skip
the tile entirely. If there is a fast-clear, we can't skip restore
(clear) or resolve IBs, but we can still skip draw IB.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Check VSC_SIZE/VSC_SIZE2 regs from cmdstream to detect overflow, and
skip use of VSC visibility stream when overflow is detected, to avoid
GPU hangs. This is done w/ introduction of some CP_REG_TEST/
CP_COND_REG_EXEC packet pairs.
In addition, eventually (after a frame or two) detect the condition and
resize the VSC buffers until overflow no longer happens.
Note that this significantly reduces the initial size of the VSC
buffers, backing out a previous hack to make them 16x larger than
what should be typically required (the previous "solution" for
VSC overflow).
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Seems this isn't needed anymore on a6xx to control whether visibility
stream is used. And it would be hard to deal with if it was, for
disabling use of VSC stream in draw pass. So just remove it and
simplify things.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Rename to "control_mem", and switch to using a struct to manage the
layout, rather than just ad-hoc hard-coded offsets.
For recovering from VSC stream overflow, we'll need to add more, but
best to clean it up first.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Fix some #ifdef'd bitrot, and get rid of #ifdef so it doesn't bitrot
again.
And add a prints for per-tile state.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Since it ends up contended, it is a bit of a bottleneck for workloads
with high driver overhead. Worth nearly +10% at gfxbench driver2.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Not all flush paths come thru fd_context_flush(), so we should also set
last_fence in the batch flush path. This avoids some no-op flushes just
to get a fence. For example when pctx->flush_resource() triggers a
flush.
We should probably keep the last_fence update in fd_context_flush() as
well to handle deferred flush case.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
The pscreen param was just there to satisfy pipe_screen::fence_reference
But some of the internal uses passed NULL for screen. Which is a bit
ugly. Instead drop the param and add a shim function to plug into the
screen.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
We would like to flip ops to have a constant in the second place to
enable inlining of the constant.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
nir_lower_alu_to_scalar can now be used to only lower certain ops, so we
don't need the custom pass. And we can lower fall_equal/fany_nequal with
lower_vector_cmp instead.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Rob Clark <robdclark@chromium.org>
Previously we would get a fmov with modifiers, but now that mov has no type
these opcodes need to be supported.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Rob Clark <robdclark@chromium.org>
int_to_float needs to come after bool_to_float, and lower_to_source_mods
needs to come after both, since they don't deal wih source mods.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Rob Clark <robdclark@chromium.org>
Not sure how this happened, but apparently all cubemaps need swapped XY.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Rob Clark <robdclark@chromium.org>
This line was mistakenly added while there is already a `-D tools=all`
a few lines below.
Fixes: f60defa72d ("gitlab-ci: Add a shader-db run using v3d on drm-shim.")
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
The driver should now rely on cmask_offset because CMASK can be
disabled by the driver for some reasons (eg. mipmaps). Apply the
same change for FMASK, although it should be useless.
Fixes: ad1bc8621d ("radv: remove radv_get_image_fmask_info()")
Fixes: 10d08da52c ("radv/gfx10: add missing dcc_tile_swizzle tweak")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
LLVM 9 does not have a 64-bit buffer compswap intrinsic, so this
extracts the ptr, does a bound check and then uses a cmpxchg LLVM
instruction.
Not ideal, but the earliest release we're going to get a proper
intrinsic is LLVM 10.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
>From the EGL_KHR_create_context spec:
"* If OpenGL 3.1 is requested, the context returned may implement
any of the following versions:
* Version 3.1. The GL_ARB_compatibility extension may or may
not be implemented, as determined by the implementation.
* The core profile of version 3.2 or greater."
Fixes CTS tests:
dEQP-EGL.functional.create_context_ext.gl_31.rgb888_depth_stencil
dEQP-EGL.functional.create_context_ext.robust_gl_31.rgb888_depth_stencil
dEQP-EGL.functional.create_context_ext.gl_31.rgb888_depth_no_stencil
dEQP-EGL.functional.create_context_ext.robust_gl_31.rgb888_depth_no_stencil
dEQP-EGL.functional.create_context_ext.gl_31.rgba8888_depth_no_stencil
dEQP-EGL.functional.create_context_ext.gl_31.rgb888_no_depth_no_stencil
dEQP-EGL.functional.create_context_ext.robust_gl_31.rgba8888_depth_no_stencil
dEQP-EGL.functional.create_context_ext.robust_gl_31.rgb888_no_depth_no_stencil
dEQP-EGL.functional.create_context_ext.gl_31.rgba8888_no_depth_no_stencil
dEQP-EGL.functional.create_context_ext.robust_gl_31.rgba8888_no_depth_no_stencil
dEQP-EGL.functional.create_context_ext.gl_31.rgba8888_depth_stencil
dEQP-EGL.functional.create_context_ext.robust_gl_31.rgba8888_depth_stencil
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This makes it cheaper to just change the dynamic offsets with
the same descriptor sets.
This optimization has been reverted a while back because of
random GPU hangs on GFX9, no it looks fine, at least CTS no longer
hangs on GFX9 and it doesn't hang on GFX10 as well.
It fixes a performance problem with Wolfenstein Youngblood.
Suggested-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
This exposes the textureSamplesIdenticalEXT function in GLSL.
We enable it for iris and radeonsi, because their compilers already
have support for this. Tested on Intel Kabylake and AMD Vega 64.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Specifically the optimization of a conditional BREAK + WHILE sequence
into a conditional WHILE seems pretty broken. The list of successors
of "earlier_block" (where the conditional BREAK was found) is emptied
and then re-created with the same edges for no apparent reason. On
top of that the list of predecessors of the block immediately after
the WHILE loop is emptied, but only one of the original edges will be
added back, which means that potentially several blocks that still
have it on their list of successors won't be on its list of
predecessors anymore, causing all sorts of hilarity due to the
inconsistency in the control flow graph.
The solution is to remove the code that's removing valid edges from
the CFG. cfg_t::remove_block() will already clean up after itself.
The assert in bblock_t::combine_with() also needs to be removed since
we will be merging a block with multiple children into the first one
of them.
Found the issue on a hardware enabling branch originally, but
apparently somebody reproduced the same problem independently on
master in the meantime.
Fixes: d13bcdb3a9 ("i965/fs: Extend predicated break pass to predicate WHILE.")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111009
Cc: jiradet.jd@gmail.com
Cc: Sergii Romantsov <sergii.romantsov@globallogic.com>
Cc: Matt Turner <mattst88@gmail.com>
Cc: mesa-stable@lists.freedesktop.org
Tested-by: Paul Chelombitko <qamonstergl@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
The device info initializer makes several fuctions internal:
- handling of device override
- updating topology from kernel information
The implementation file is slightly reordered due to the renamed
functions being static.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Rename the original device info initialization routine so callers
don't mistakenly call the wrong one:
gen_get_device_info_from_fd:
Queries kernel for full device info, including topology
details.
gen_get_device_info_from_pci_id:
Partially initializes device info based on PCI ID lookup, when
the kernel is not available.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
With perf queries, initializing the device info is much more complex
than just getting a PCI ID and calling gen_get_device_info. This commit
adds a new gen_get_device_info_from_fd helper in common code which does
all of the requisite kernel queries to get device info including all of
the topology information.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
When gen_device_info updates the topology in it's initializer, the
kernel queries will fail silently. Iris and anv have minimum
kernel requirements that support the queries. i965 must verify kernel
support before reporting OA metrics.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
i965 links against libdrm for drmIoctl, but anv and iris both
re-implement this routine to avoid the dependency.
intel/dev also needs an ioctl wrapper, so lets share the same
implementation everywhere.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes a hang (and abort) on empty shaders, which you shouldn't have
anyway but better safe than sorry. DCE going on the fritz is no reason
to freeze the system.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Important fields relating to shader state and UBOs are filled out from
this (misnomer) function.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The path for compute shader compiles resembles the graphic shader
compile path, although it is substantially simpler as we don't need any
shader keying.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We want this routine to be generic across graphics and compute, so let
the caller deal with the typing.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We already have helpers for packing invocations (due to its role in
instanced vertex shaders), so we can reuse this drop in for compute
shaders.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Squint at it hard enough and you realize it's the beginning of an
SFBD... I guess...
A compute shader with register spilling would be able to confirm this,
but we would expect to see the first field | 1 and an address splattered
later, setting up TLS.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's a little verbose, but this way we can support other shader stages
without too much contortion.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's still incomplette, but we're able to hook into launch_grid to
create a stub COMPUTE job.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than disparate variables, let's use an array of payloads indexed
by the shader stage.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
last_tiler.gpu may be NULL at flush time despite no clear and existing
jobs -- if we executed a compute-only workload.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We *could* expose TGSI as well -- we pipe it through tgsi_to_nir for
Gallium-internal shaders anyway -- but we'd rather not.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Values reported here aren't remotely correct, but it's a start to just
get the entrypoint stubbed out.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Interestingly, this requires no compiler changes. It's just exposed as a
special varying.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This allows us to decode asymmetric varyings correctly, which occurs
with e.g. gl_FrontFacing.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We have a cap bit for gallium and a GLSL compiler flag to control this.
Just trust what GLSL gives us and stop forcing it. In order for this to
be safe, we have to advertise another cap in some of the gallium
drivers.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Conceptually follows util_set_vertex_buffers_mask but for SSBOs.
v2: Fix missing ~ when clearing mask. Adjust mask behaviour to match
freedreno/v3d when buffer == NULL.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
These drivers are kmsro drivers so they should be part of the kmsro #if
This fixes missing imx_drm driver when building with only freedreno+kmsro
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
Currently we use the python package to manage repositories. At the same
time we also do that by hand - since it's a trivial echo to a file.
Stay consistent, remove the package and manage things manually.
Acked-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Use value "2" to signal that lowering is needed and supported and enable
it accordingly.
v2: - Note in CAP description that this lowering currently requires TGSI
- use "true" instead of GL_TRUE (both Erik)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Reviewed-by: Marek Olšák <marek.olsak@amd.com>
v1 implemented by Erik Faye-Lund <erik.faye-lund@collabora.com>
v2: - Add GS and TES
- fix constants state update flags (Erik)
v3: don't update rasterizer when depth_clamp is lowered (Erik)
v4: Correct NewDepthClamp and also set flags for NewClipControl (Erik)
v5: Also set shader_has_one_variant property acording to possible
depth_clamp lowering (Marek)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Reviewed-by: Marek Olšák <marek.olsak@amd.com>
v2: Use file scope defined depth_range_state in common
v3: - don't use the one_shader_variant property, as this is
not correct (Marek)
- also use tests on available shader stages to enable
depth_clamp lowering
v4: Don't use key.st, use st directly (Marek)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Reviewed-by: Marek Olšák <marek.olsak@amd.com>
v1: implemented by Erik Faye-Lund <erik.faye-lund@collabora.com>
v2: Add handling of the ARB_clip_control depth mode
v3: Move depth_range_state to file scope and remove training zeros (Erik)
v4: - don't use the one_shader_variant property, as this is not correct (Marek)
- also use tests on available shader stages to enable depth_clamp lowering
V5: Don't use key.st, use st directly (Marek)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This is a TGSI pass that lowers depth-clamping into shader-operations,
by replacing the depth-value with 0 (a z-coordinate of zero will always
pass the OpenGL depth test conditions), and using a dedicated varying to
interpolate the real depth-value instead. Finally we replace the
depth-output in the fragment shader.
v1 implemented by Erik Faye-Lund <erik.faye-lund@collabora.com>
v2: Add support for handling depth clip mode, and refactor code
v3: - Rename *_vs functions to *_last_vertex_stage (Erik)
- Use 0.0 depth to avoid clipping (Erik)
v4: Fix inversion of bool value for clip control property
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Reviewed-by: Marek Olšák <marek.olsak@amd.com>
These were left after a rebase and happen to make
NIR_INTRINSIC_SWIZZLE_MASK == NIR_INTRINSIC_SRC_ACCESS, which is how it
was noticed.
Fixes: 6f20643b47 ("nir: Allow qualifiers on copy_deref and image instructions")
Cc: Connor Abbott <cwabbott0@gmail.com>
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
We were emitting 3DSTATE_INDEX_BUFFER on every indexed draw, even if
back-to-back draws referred to the same index buffer. This improves
drawoverhead scores in the DrawElements cases by about 10%, by giving
us even more minimal batches.
this makes dri2_get_mapping_by_fourcc accessible from dri_helpers.h
and does a direct lookup on the fourcc id to match the pipe format
v2 (Ken): Allow map to be NULL, use img->texture->format.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
The mali pp doesn't support integers and some nir_algebraic
optimizations may result in ops that are not easily lowerable to floats,
so disable optimizations resulting in bitops.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Optimizations that insert bitshift or bitwise operations should not be
applied on GPUs that don't support integer operations.
The .lower_bitshift could be used to control the bitshift related ones,
but there was also one bitwise optimization uncovered.
Since only lima and freedreno use this option and the use case is that
no bit operations are wanted, let's rename it to .lower_bitops and use
it to control all bitops related optimizations.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Now that we have fsum in nir, we can move fdot lowering there.
This helps reduce ppir complexity and enables the lowered ops to be part
of other nir optimizations in the optimization loop.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
The Mali400 pp doesn't implement fdot but has fsum3 and fsum4, which can
be used to optimize fdot lowering. fsum2 is not implemented and can be
further lowered to an add with the vector components.
Currently lima ppir handles this lowering internally, however this
happens in a very late stage and requires a big chunk of code compared
to a nir_opt_algebraic lowering.
By having fsum in nir, we can reduce ppir complexity and enable the
lowered ops to be part of other nir optimizations in the optimization
loop.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The 'varying fetch' pp instruction deals only with coordinates, and
'texture fetch' deals only with the sampler index.
Previously it was not possible to clearly map ppir_op_load_coords and
ppir_op_load_texture to pp instructions as the source coordinates were
kept in the ppir_op_load_texture node, making this harder to maintain.
The refactor is made with the attempt to clearly map ppir_op_load_coords
to the 'varying fetch' and ppir_op_load_texture to the 'texture fetch'.
The coordinates are still temporarily kept in the ppir_op_load_texture
node as nir has both sampler and coordinates in a single instruction and
it is only possible to output one ppir node during emit. But now after
lowering, the sources are transferred to the (always) created
ppir_op_load_coords node, and it should be possible to directly map them
to their pp instructions from there onwards.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Lower texture projection in ppir using nir_lower_tex and nir_lower_tex.
This will insert a mul with the coordinate division before the load
varying.
Even though the lima pp supports projection in the load varying
instruction while loading the coordinates (from a register or a
varying), it requires that both the coordinates and projector be
components in a single register.
nir currently handles them in separate ssa, and attempting to merge them
manually may end up in worse code than just doing the coordinate
division manually. So for now let's just lower the projection to add
support for it in lima.
In the future, an optimization pass may be implemented in lima to ensure
that both coords and projector come in the same register, then this
lowering may be disabled and in this case lima may use the built-in
projection and save the mul instruction from lowering.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Corresponds to the normalized coordinates? flag on images in OpenCL and
evidently also shows up in GL, so let's wire it in.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's just a bit field containing some flags; there's no need for all the
macro magic.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We still don't know what it is, but from a newer trace we now know it's
half the size we thought it was.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We had them backwards in both the command stream and the Midgard stack.
In OpenGL ES 2.0, they're always the same, but in Vulkan/later-GL/CL
they diverge so we can fix this.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Images are implemented (in part) as special attributes, so include
support for decoding this.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
this makes dri2_get_mapping_by_fourcc accessible from dri_helpers.h
and does a direct lookup on the fourcc id to match the pipe format
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
st/dri:
this adds a table (similar to the one in i965) which provides
mappings for turning various planar formats into multiple sampler views.
whereas only NV12 and IYUV were supported, now many more formats are
supported here:
* P0XX
* YUV4XX
* YVU4XX
* AYUV
* XYUV
* YUYV
* UYVY
the table is used directly to handle image creation, simplifying
a lot of code and resolving related TODO/FIXME items where workarounds were
previously in place to manage NV12 and IYUV formats exclusively
st/mesa:
the changes here relate to setting up samplers for the planar formats.
this requires:
* checking for driver support for all the sampler formats
* creating the samplers with the corresponding formats and swizzling
* running nir_lower_tex with the appropriate options to trigger the lowering
for each plane->sampler
fixeskwg/mesa#36
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This were seriously messed up beyond all recognition. How we're passing
shaders.random.* is a mystery.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
If any scissor rectangles are enabled, then we need to set proper
scissor rectangles for all viewports. But if the scissor test is
entirely disabled, then we can skip updating any scissor rectangles.
Without this step, we were updating the scissor rectangles based on
the current framebuffer size. So if an app rendered to a variety of
render targets at different sizes, with scissor test disabled each
time, we'd still be continually updating the scissor rectangles,
even though it's not necessary.
In Civilization VI, this drops us from 310-350 set_scissor_state
calls per frame to 0, as it doesn't appear to use scissor testing.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Randomly came across this file, which was likely only used by autotools
to pass arguments to the test.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Otherwise that variable is only used in an assert() and would need an
ASSERTED to avoid the warning.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
MAYBE_UNUSED is going away, so let's replace legitimate uses of it with
UNUSED, which the former aliased to so far anyway.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
MAYBE_UNUSED is going away, so let's replace legitimate uses of it with
UNUSED, which the former aliased to so far anyway.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
MAYBE_UNUSED is going away, so let's replace legitimate uses of it with
UNUSED, which the former aliased to so far anyway.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
MAYBE_UNUSED is going away, so let's replace legitimate uses of it with
UNUSED, which the former aliased to so far anyway.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
MAYBE_UNUSED is going away, so let's replace legitimate uses of it with
UNUSED, which the former aliased to so far anyway.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
MAYBE_UNUSED is going away, so let's replace legitimate uses of it with
UNUSED, which the former aliased to so far anyway.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Often times, the depth buffer is entirely disabled, but color render
targets change. For example, GenerateMipmaps will change the color
render target for each miplevel, but there is no depth buffer.
In the Civilization VI benchmark, this drops the median number of
3DSTATE_DEPTH_BUFFER etc. packets emitted per frame from 472 to 34.
These functions dont support display list as specified:
Should the selector-free versions of various OpenGL 3.0 and
EXT_framebuffer_object framebuffer object commands not be allowed
in display lists [...]?
RESOLVED: Yes
When transitioning gl_FragCoord over to a system value, we missed one
instance of VARYING_SLOT_POS in i965. As of this commit, i965 has no
references to VARYING_SLOT_POS.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111263
Fixes: 4bb6e6817e "intel: Use a system value for gl_FragCoord"
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The issue here was discovered by a set of Vulkan CTS tests:
dEQP-VK.glsl.derivate.*.dynamic_*
These tests use ballot ops to construct a branch condition that takes
the same path for each 2x2 quad but may not be uniform across the whole
subgroup. They then tests that derivatives work and give the correct
value even when executed inside such a branch. Because the derivative
isn't executed in uniform control-flow and the values coming into the
derivative aren't smooth (or worse, linear), they nicely catch bugs that
aren't uncovered by simpler derivative tests.
Unfortunately, these tests require Vulkan and the equivalent GL test
would require the GL_ARB_shader_ballot extension which requires int64.
Because the requirements for these tests are so high, it's not easy to
test on older hardware and the bug is only proven to exist on gen7;
gen4-6 are a conjecture.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Matt Turner <mattst88@gmail.com>
It'll grow further, and we'd like to avoid adding an additional
parameter to fs_generator() for each new piece of data.
v2 (idr): Rebase on 17 months. Track a visitor instead of a cfg.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
log2 is tricky because there cannot be a move between complex1 and
postlog2. We can't guarantee that scheduling complex1 will succeed when
we schedule postlog2, so we try to schedule complex1 and if it fails we
back out by rewriting the postlog2 as a move and introducing a new
postlog2 so that we can try again later.
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Acked-by: Qiang Yu <yuq825@gmail.com>
See https://gitlab.freedesktop.org/lima/mesa/issues/94 for the gory
details of why this is needed. For *_impl this is easy, since it never
increases register pressure and it goes in the complex slot hence it
never counts against max nodes. It's a bit more challenging for
complex2, since it does count against max nodes, so we need to change
the reservation logic to reserve an extra slot for complex2 when
scheduling complex1. This second part isn't strictly necessary yet, but
it will be for exp2.
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Acked-by: Qiang Yu <yuq825@gmail.com>
Set all the handles to VK_NULL_HANDLE:
"If the creation of any of those descriptor sets fails, then the implementation
must destroy all successfully created descriptor set objects from this command,
set all entries of the pDescriptorSets array to VK_NULL_HANDLE and return the
error."
(Vulkan 1.1.117 Spec, section 13.2)
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
When vkGetQueryPoolResults() is called with VK_QUERY_RESULT_WAIT_BIT
set, the driver is supposed to wait for the query to become available
before returning.
Currently, radv returns once the query is indeed ready, but it returns
VK_NOT_READY. It also fails to populate the results.
The problem is a missing volatile in the secondary check for query
availability. This patch removes the secondary check altogether since it
is redundant with the preceding loop.
This bug was found with an unreleased version of SteamVR.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
program_invocation_name and program_invocation_short_name are both GNU
extensions. I don't believe one can exist without the other, so only
check for program_invocation_name.
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
It's better to test for needed functions instead of using external
knowledge about presence in this or that C library.
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Same rationale as the previous patch, but additionally these checks just
seem entirely unnecessary. pthread_self() has been used in Mesa since at
least 1999.
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
glibc-2.12 was released in 2010. No one is building new Mesa against 9
year old glibc, and removing these checks allows the code to work on
other C libraries like musl.
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
We can have a access flag already set here so just augment the
existing ones.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 0fb61dfdeb ("spirv: propagate access qualifiers through ssa & pointer")
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
With the help of Sagar, Ian and Ivan.
v2: Fix dependencies (Ian Romanick)
v3: 1) fix function name (Marek Olsak)
2) Add check for extension enable (Marek Olsak)
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This will be used to support one of the function from
Ext_texture_shadow_lod specification.
With the help of Sagar, Ian and Ivan.
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Conceptually, r28-r29 (as used for reading) and r28-r29 (as used for
writing) aren't registers at all, merely push/pull arrangements. So you
can't feed a texture result back into itself without explicitly moving
in the middle.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
instr->type is the type of the array element, not the type of the array
being dereferenced. Rather than fishing out the parent type, just use
parent->num_children which should be the length plus 1. While we're here
add another assert for the issue fixed by the previous commit.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111251
Fixes: 156306e5e6 ("nir/find_array_copies: Handle wildcards and overlapping copies")
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Added support for avx512 scatter instruction. Non-avx512 will
now call into a C function to do the scatter emulation.
This has better jit compile performance than
the previous approach of jitting scalar loops.
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
This move gets us back to parity with global manager
in that we can dump render context buckets now.
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
In most cases this is not needed because the usual is that when a
separate stencil is written, the parent resource is also written.
This is needed if we have a separate stencil, no depth buffer, and the
source and destination is the same, as in that case the stencil can be
updated, but not the parent source (like if you are blitting only the
stencil buffer). On that situation, the following access to the
stencil buffer would clear the stencil buffer (so overwritting the
previous blitting) cleared because the parent source has
v3d_resource.writes to 0.
As far as I see, that situation only happens with the
GL_DEPTH32F_STENCIL8 format.
Note that one alternative would consider that if the separate_stencil
has been written, the parent should also be considered written (and
update its "writes" field accordingly). But I found this patch more
natural.
Fixes the following piglit tests:
spec/arb_depth_buffer_float/fbo-stencil-gl_depth32f_stencil8-blit
spec/arb_depth_buffer_float/fbo-stencil-gl_depth32f_stencil8-copypixels
the latter regressed when internally glCopyPixels implementation
started to use blitting. So:
Fixes: 131d40cfc9 ("st/mesa: accelerate glCopyPixels(STENCIL)")
Reviewed-by: Eric Anholt <eric@anholt.net>
In fact, the description of the workaround states that the mask field
doesn't work correctly on gen10, and we need to set it to 0xffff even we
we only want to update a single field:
"The mask bits are not implemented properly on 3DSTATE_3D_MODE. Driver
must always program bits 31:16 of DW1 a value of 0xFFFF. This means
if it is only updating 1 field, it must update all the fields to the
correct value."
So unless we want to change any of the fields of 3DSTATE_3D_MODE,
there's not need to emit. Additionally, it seems this workaround is not
required on gen11. And last but not least, this workaround is not
implemented on iris or anv, and it doesn't seem to be missed there.
So let's just remove the whole thing.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We accidentally started copying a full 64-bit value rather than copying
a 32-bit offset and zeroing the top 32-bits. This caused us to compute
bogus vertex counts which could lead to GPU hangs in some cases.
Thanks to Clayton Craft for catching the regressions!
Fixes: 0e24d10ff5 ("iris: Use gen_mi_builder to handle CS ALU operations.")
It's kind-of an anomaly that the Intel drivers are still treating
gl_FragCoord as an input. It also makes zero sense because we have to
special-case it in the back-end.
Because ANV is the only user of nir_lower_wpos_center, we go ahead and
just update it to look for nir_intrinsic_load_frag_coord as part of this
patch.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This fixes glsl-fcoord-invariant-pass.shader_test on drivers that set
GLSLFragCoordIsSysVal which includes radeonsi among others.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Seems like RB_BLIT_SCISSOR needs to be aligned to (minimum?) tile size.
Fixes intermittent GPU hangs triggered by some of the three.js samples
on https://threejs.org/
Signed-off-by: Rob Clark <robdclark@chromium.org>
fishgl.com has a shader which does roughly:
foo = texture(...);
if (bar)
foo = texture(...);
after lowering phi webs to regs we end up w/ a vec4 reg (array). But
since it was not an indirect access, we try to skip the extra mov. This
results that the per-component fanout (split) meta instructions store
directly to the reg (array). Which doesn't work out in RA.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Arcturus CHIP enum is less than Navi10, since it's still gfx9,
but its VCN version belongs to VCN2.x
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Now that helgrind is less upset and I've completed many successful
full shader-db runs, we should be able to enable freedreno shader-db
runs for Mesa checkins on the tiny public shader-db.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Even if the data race wasn't real (I'm not great at reasoning about
this), helgrind is a nice enough tool that keeping noise out of it is
probably worthwhile. Besides, typing out the numbers keeps the data
in the read-only data section instead of emitting code to initialize
it every time.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Shaders are shared across contexts in gallium (part of making it so
that you get shader compile at link time, for shader-db and to reduce
compiles at draw time). So, we need to protect from variant creation
for a shader from multiple threads at the same time.
Reviewed-by: Rob Clark <robdclark@gmail.com>
There is a single ir3_compiler in the screen, and each context may be
compiling ir3 shaders, which call ir3_create. ralloc doesn't do any
locking on its own, so eventually you can end up racing to break
ralloc's linked lists.
We really don't want struct ir3 to live as long as the compiler (maybe
struct ir3_shader's lifetime, if anything), so you'd better be freeing
it anyway.
Fixes: 8fe2076243 ("freedreno/ir3: convert over to ralloc")
Reviewed-by: Rob Clark <robdclark@gmail.com>
If the variable's going to be static, we shouldn't be memsetting it
from every thread and instead just have it in the data section.
Reviewed-by: Rob Clark <robdclark@gmail.com>
On Haswell, the format works but it doesn't properly do an sRGB decode.
It appears to act identically to R8G8B8_UNORM. Only Vulkan uses this
format so this only affects Vulkan on HSW.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
To select the correct layer the z-coordinate must be rounded before it
is multiplied by six.
Fixes a number of tests out of
dEQP-GLES31.functional.texture.filtering.cube_array.formats.*
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
v2: Eric's nits
v3: Reuse timespec utils (Daniel)
Deal with ppoll being interrupted by a signal (Daniel)
v4: Remove unnecessary time check
v5: Deal with EAGAIN from wl_display_prepare_read_queue() (Daniel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com> (v2)
Reviewed-by: Daniel Stone <daniels@collabora.com>
It causes issues on GFX10.
This fixes rendering issues with vkmark and Wreckfest at least.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl
This might happen when a pipeline doesn't define the vertex input
state, so the buffer data format is 0 (aka INVALID).
This fixes crashes when compiling some shaders on GFX10.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit rewrites opt_find_array_copies to be able to handle
an array copy sequence with other intervening operations in between. In
particular, this handles the case where we OpLoad an array of structs
and then OpStore it, which generates code like:
foo[0].a = bar[0].a
foo[0].b = bar[0].b
foo[1].a = bar[1].a
foo[1].b = bar[1].b
...
that wasn't recognized by the previous pass.
In order to correctly handle copying arrays of arrays, and in particular
to correctly handle copies involving wildcards, we need to use a tree
structure similar to lower_vars_to_ssa so that we can walk all the
partial array copies invalidated by a particular write, including
ones where one of the common indices is a wildcard. I actually think
that when factoring in the needed hashing/comparing code, a hash table
based approach wouldn't be a lot smaller anyways.
All of the changes come from tessellation control shaders in Strange
Brigade, where we're able to remove the DXVK-inserted copy at the
beginning of the shader. These are the result for radv:
Totals from affected shaders:
SGPRS: 4576 -> 4576 (0.00 %)
VGPRS: 13784 -> 5560 (-59.66 %)
Spilled SGPRs: 0 -> 0 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 8696 -> 6876 (-20.93 %) dwords per thread
Code Size: 329940 -> 263268 (-20.21 %) bytes
LDS: 0 -> 0 (0.00 %) blocks
Max Waves: 330 -> 898 (172.12 %)
Wait states: 0 -> 0 (0.00 %)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We were missing handling for a few other ops that rearrange their
sources somehow in codegen, namely complex2 and select.
This should fix spec@glsl-1.10@execution@built-in-functions@vs-asin-vec3
and possibly other random regressions from the new scheduler which were
supposed to be fixed in the commit right after.
Fixes: 54434fe670 ("lima/gpir: Rework the scheduler")
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Acked-by: Qiang Yu <yuq825@gmail.com>
Remove an unnecessary nir_lower_regs_to_ssa as that should be done by
the state tracker, and add a missing DCE pass after running copy
propagation in order to remove the dead copies. This shouldn't fix
anything but the second part will reduce shader sizes.
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
In try_node(), we assume that the node we pick can still be scheduled
successfully after speculatively trying all the other nodes. Normally we
always undo every node after speculating it, so that when we finally
schedule best_node the scheduler state is exactly the same and it
succeeds. However, we also try to spill nodes, which can change the
state and in a corner case that can make scheduling best_node fail. In
particular, the following sequence of events happened with piglit
shaders@glsl-vs-if-nested: a partially-ready node N was spilled and a
register store node S, which is a use of N, was created and then later
the other uses of N were scheduled, so that S is now ready and N is
partially ready. First we try to schedule S and succeed, then we try to
schedule another node M, which fails, so we try to spill the remaining
uses of N. This succeeds, but scheduling M still fails so that best_node
is still S. However since one of the uses of N is one cycle ago, and
therefore we inserted a read dependent on S one cycle ago when spilling
N, S can no longer be scheduled as read-after-write latency is three
cycles.
While we could ad-hoc try to catch cases like this, or (the best option
but very complicated) treat the spill as speculative and roll it back if
we decide not to schedule the node, a simpler solution is to just
give up on spilling if we've already successfully speculatively
scheduled another node. We'd give up a few cases where we discover that
by spilling even harder we could schedule a more desirable node, but
that seems like it would be pretty rare in practice. With this we
guarantee that nothing has been touched after best_node was successfully
scheduled. We also cut down on pointless spilling, since if we already
scheduled a node it's unlikely that spilling harder will let us schedule
an even better node, and hence any spilling at this point is probably
useless.
While we're here, clean up the code around spilling by flattening the
two if's and getting rid of the second unnecessary check for INT_MIN.
Fixes: 54434fe670 ("lima/gpir: Rework the scheduler")
Acked-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
With OpenCL, kernels can take arguments and return values (?). However
in practice, there is no more TGSI compute implementation, and even if
there were, it would probably have named functions and no explicit main.
This improves RA considerably for compute shaders, since temps are not
kept around as return values.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
The meson conversion chose to change the meaning of DEBUG to "used for
debugging" to be "used for expensive things for debugging", primarily
for nir_validate. Flip things over so that we get nice things with
optimizations enabled.
While we're at it, also kill off nouveau_statebuf.h which is unused (and
has a mention of DEBUG which is how I found it).
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
This will enable us to fuse inverts in various ways. Marginal hurt:
total instructions in shared programs: 3610 -> 3611 (0.03%)
instructions in affected programs: 67 -> 68 (1.49%)
helped: 0
HURT: 1
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than putting registers after SSA in the MIR indexing, put them
side-by-side, shifted 1, using the bottom bit as the SSA/reg select.
This will allow us to generate SSA temps in the compiler.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
MaxPicOrderCntLsb should be at least 16 according to the spec,
therefore add minimum value check.
Also use poc value passed from st instead of calculation
in slice header encoding.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110673
Cc: mesa-stable@lists.freedesktop.org
V2: Fix typo
V3: Use MAX2 macro instead of coding. Also MaxPicOrderCntLsb
should be power of 2 according to spec.
Signed-off-by: Boyuan Zhang <boyuan.zhang@amd.com>
Acked-by: Leo Liu <leo.liu@amd.com>
MaxPicOrderCntLsb should be at least 16 according to the spec,
therefore add minimum value check.
Also use poc value passed from st instead of calculation
in slice header encoding.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110673
Cc: mesa-stable@lists.freedesktop.org
V2: Fix typo
V3: Use MAX2 macro instead of coding. Also MaxPicOrderCntLsb
should be power of 2 according to spec.
Signed-off-by: Boyuan Zhang <boyuan.zhang@amd.com>
Acked-by: Leo Liu <leo.liu@amd.com>
We don't have calculate final quotient in order to calculate unsigned
modulo result. Once we are done with error correction we have partial
result which can be used to find out modulo operation result
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Rather than bailing if we see something that's not SSA, do out the
analysis to check if we can pipeline and do so if we can.
total registers in shared programs: 392 -> 391 (-0.26%)
registers in affected programs: 3 -> 2 (-33.33%)
helped: 1
HURT: 0
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than always emitting an extra move for fragments, check the
actual criteria and emit accordingly. (This was lost during the RA
improvements at the end of May).
total bundles in shared programs: 2210 -> 2176 (-1.54%)
bundles in affected programs: 501 -> 467 (-6.79%)
helped: 34
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 1.59% max: 33.33% x̄: 13.13% x̃: 12.50%
95% mean confidence interval for bundles value: -1.00 -1.00
95% mean confidence interval for bundles %-change: -16.06% -10.21%
Bundles are helped.
total quadwords in shared programs: 3639 -> 3605 (-0.93%)
quadwords in affected programs: 795 -> 761 (-4.28%)
helped: 34
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 0.96% max: 33.33% x̄: 11.22% x̃: 8.33%
95% mean confidence interval for quadwords value: -1.00 -1.00
95% mean confidence interval for quadwords %-change: -14.31% -8.13%
Quadwords are helped.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Think of this pass as register coalescing part 2. After RA runs, but
before scheduling, we scan for code of the form:
mov rN, rN
and delete the move, since it's totally redundant. This pass helps
already, but it'd of course be much more effective paired with
register coalescing to encourage moves in general to end up in this
form. Nevertheless, even by itself:
total instructions in shared programs: 3665 -> 3613 (-1.42%)
instructions in affected programs: 2046 -> 1994 (-2.54%)
helped: 52
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 0.19% max: 25.00% x̄: 8.02% x̃: 4.00%
95% mean confidence interval for instructions value: -1.00 -1.00
95% mean confidence interval for instructions %-change: -10.26% -5.79%
Instructions are helped.
total bundles in shared programs: 2256 -> 2213 (-1.91%)
bundles in affected programs: 1154 -> 1111 (-3.73%)
helped: 43
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 0.33% max: 25.00% x̄: 9.10% x̃: 5.56%
95% mean confidence interval for bundles value: -1.00 -1.00
95% mean confidence interval for bundles %-change: -11.60% -6.60%
Bundles are helped.
total quadwords in shared programs: 3689 -> 3642 (-1.27%)
quadwords in affected programs: 2025 -> 1978 (-2.32%)
helped: 47
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 0.19% max: 25.00% x̄: 7.86% x̃: 3.85%
95% mean confidence interval for quadwords value: -1.00 -1.00
95% mean confidence interval for quadwords %-change: -10.30% -5.42%
Quadwords are helped.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The source and destination were incorrectly flipped in the move, but
some details of our internal regalloc made this function anyway. Now
that we're changing the regalloc, we need to fix this to avoid
regressing blend shaders.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This is a special case of DCE designed to run after the out-of-ssa pass
to cleanup special register lowering.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We mixed up component_lo and full, which made it appear that we had
less freedom in RA than we actually do. Fix this to fix some
disassemblies as well as prepare for RA with the bias field.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Following the RA work, we apply the same technique to eliminate the move
to r27 when loading cubemaps.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
As per previous commit, Meson doesn't support using uninstalled libs,
they're simply not ready until `ninja install` is ran, so delete them.
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> # for anv
Reviewed-by: Eric Anholt <eric@anholt.net> # for tu
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> # for radv
Meson doesn't support using uninstalled libs, they're simply not ready
until `ninja install` is ran, at which point one might as well use the
proper icd.json file in the install folder.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Otherwise the wait only happens at flip time, which messes with
keeping idle buffers around if the GPU work makes the image miss
the next flip.
I decided not to use the wait fences as those are still xshm fences,
so that means we'd still have to wait in the application. Just doing
it before presenting makes things simpler.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Not only variables can be flagged as NonUniformEXT but also
expressions. We're currently ignoring it in an expression such as :
imageLoad(data[nonuniformEXT(rIndex)], 0)
The associated SPIRV :
OpDecorate %69 NonUniformEXT
...
%69 = OpLoad %61 %68
This changes propagates access qualifiers through ssa & pointers so
that when it hits a OpLoad/OpStore style instructions, qualifiers are
not forgotten.
Fixes failure the following tests :
dEQP-VK.descriptor_indexing.*
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 8ed583fe52 ("spirv: Handle the NonUniformEXT decoration")
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This refactor allows for common code to apply decoration on all
ssa/pointer values. In particular this will allow to propagage access
qualifiers.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Suggested-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This needs to take the vertex count from the provided transform
feedback buffer.
v2:
- don't take the vertex count from the underlying buffer, instead,
take it from a v3d subclass of pipe_stream_output_target (Eric).
Fixes piglit tests:
spec/ext_transform_feedback2/draw-auto
spec/ext_transform_feedback2/draw-auto instanced
Reviewed-by: Eric Anholt <eric@anholt.net>
This reverts commit 4508f43eed, which
broke a bunch of dEQP tests (e.g. in
dEQP-GLES2.functional.draw.draw_arrays.*)
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's totally implementable, it's just that the plumbing is a bit
different and we never hooked it up. Don't advertise a broken feature.
Fixes: 36ee2fd61c "anv: Implement the basic form of VK_EXT_transform_feedback"
Iago Toral Quiroga fixed this in commit 94f740e3fc,
but it recently regressed in 0d8826f723.
Quoting Iago's original commit message for the fix:
GetTex*Image should return INVALID_ENUM if target is not valid, however,
GetTextureImage does not receive a target, and instead should return
INVALID_OPERATION if the effective target is not valid. From the
OpenGL 4.6 core profile spec, section 8.11 Texture Queries:
"An INVALID_OPERATION error is generated by GetTextureImage if the
effective target is not one of TEXTURE_1D, TEXTURE_2D, TEXTURE_3D,
TEXTURE_1D_ARRAY, TEXTURE_2D_ARRAY, TEXTURE_CUBE_MAP_ARRAY,
TEXTURE_RECTANGLE, or TEXTURE_CUBE_MAP (for GetTextureImage only)."
Note that this differs from the original ARB_direct_state_access spec.
However, the EXT_direct_state_access version does take a target
parameter, so it should continue reporting INVALID_ENUM.
Fixes KHR-GL45.direct_state_access.textures_image_query_errors.
Fixes: 0d8826f723 ("mesa: refactor get_texture_image to remove duplicate code")
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
In a few cases, we switch to MI_MATH instead of MI_PREDICATE,
just because we were already doing math and it's easier to chain
together.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This performs predicated MI_STORE_REGISTER_MEM commands, assuming that
the condition is already loaded into MI_PREDICATE_DATA.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
We might want to resolve something to be in a particular register,
so we can access it outside of the gen_mi framework...but it may already
be in that register, at which point there's no work to do.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This will let us put the genxml boilerplate in one place, before we
expand genxml to more files shortly. Like i965/genX_boilerplate.h.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This lets us specify the prototypes once, instead of cut and pasting
them per generation. isl uses a similar approach (isl_genX_priv.h).
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This provides significant compiler coverage during CI at a fairly low
cost in CPU time (~17s per thread for 4 threads on
gst-gitlab-htz-runner3).
I'm leaving wget in the docker image, as once this is in master I'm
planning on having an automatic shader-db comparison between master
and the branch included in the artifacts. I also haven't done
freedreno yet, because it has some races when run in multithreaded
mode that I'm still tracking down.
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
On a build failure, we were tarring up the whole ccache directory,
build.ninja, build products, etc. This was over 400MB compressed on a
recent early meson-main build failure, which fd.o then has to hang on
to for 4 weeks. The build logs are probably the interesting part, are
potentially useful regardless ("how did CI's build flags differ from
mine?"), and are <500k uncompressed on my personal meson build.
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
I introduced libdir for cross-builds so we could point at the
resulting drivers without per-arch dependencies, but I'd rather not
have to type x86_64-linux-whatever for non-cross-builds either.
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
The goal is to enable testing of parts of drivers without depending on any
particular kernel version or hardware being present.
Simply set LD_PRELOAD=$PREFIX/lib/libv3d_drm_shim.so in your environment,
and we'll fake a /dev/dri/renderD128 (or whatever the next available node
is) using v3dv3. That node can then be used with the surfaceless or gbm
EGL platforms.
Acked-by: Iago Toral Quiroga <itoral@igalia.com>
When generating the error message for a missing function error where
all available overloads were missing due to a too low GLSL version, we
used to report something like this:
---8<---
0:224(14): error: no matching function for call to
`textureCubeLod(samplerCube, vec3, float)'; candidates are:
0:224(14): error: type mismatch
---8<---
This is a pretty confusing error message, and can throw people off when
debugging. So let's instead check if any overload is available before we
decide what to print. This allow us to report something like this
instead:
---8<---
0:224(14): error: no function with name 'textureCubeLod'
0:224(14): error: type mismatch
---8<---
This is arguably easier to understand for programmers, and doesn't send
you on a wild goose chase to figure out what argument is wrong just
because you stopped reading the message prematurely. I'm of course
referring to a friend, not me. For sure. I would never do that.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Without correct size, radeonsi assumes the metadata is incorrect,
which can and will cause issues.
Since the metadata is really incorrect without the size, let us
fix that.
Fixes: e43cc3e3af "radv/gfx9: handle GFX9 opaque metadata"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Report VK_EXTERNAL_MEMORY_HANDLE_TYPE_HOST_ALLOCATION_BIT_EXT as
supported for images. It was being shown supported for buffers, but not
images.
Fixes: 69cc6272fb ("anv: Implement VK_EXT_external_memory_host")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This fixes
dEQP-VK.rasterization.primitive_size.points.point_size_*
This also fixes some black squares with the Sascha SSAO demo.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It's coherent and faster. GFX7-GFX9 should also support this but
for now only uses L2 for GFX10 because it's untested on previous gens.
This fixes dEQP-VK.memory.pipeline_barrier.transfer_*
This also fixes some missing geometry in Dawn Of War III because
VBOs weren't updated correctly.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We add a new opt pass fusing perspective projection with varyings. Minor
win..? We don't combine non-varying projections, since if we're too
agressive, the extra load/store traffic will hurt us so it's not really
a win in practice.
total instructions in shared programs: 3915 -> 3913 (-0.05%)
instructions in affected programs: 76 -> 74 (-2.63%)
helped: 1
HURT: 0
total bundles in shared programs: 2520 -> 2519 (-0.04%)
bundles in affected programs: 46 -> 45 (-2.17%)
helped: 1
HURT: 0
total quadwords in shared programs: 4027 -> 4025 (-0.05%)
quadwords in affected programs: 80 -> 78 (-2.50%)
helped: 1
HURT: 0
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We don't use it yet, since it's actually a shader-db regression. This is
primarily helpful as an intermediate step for attaching projection to
varyings.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
While load/store ops like st_vary can take an argument in either
r26/r27, ops like those for perspective projection must specifically
take their argument in r27.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The load/store pipes can't take a uniform register in, so an explicit
move is necessary here.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Given the constraints on special registers, we add a helper for lowering
these by inserting moves (copies) where needed to satsify the ISA
constraints.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We generalize the constant emission helper used in fragment writeout as
we'll also need it for vertex outputs.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This ensures the rules for accessing special register classes are
satisfied. This is asserted as a prepass should have lowered offending
uses to something satisfying these rules. Special register classes are
*not* work registers and cannot be used for RMW operations; they are
essentially 1-way pipes straight into/from fixed-function logic in the
shader cores.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We reuse the same register spilling mechanism as for work->memory to
spill special->work registers, e.g. to allow writing out more than 2
vec4 varyings (without better scheduling anyway).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This does not yet support special->work spilling, nor does it support
multiclass breakup. These corner cases will be handled in succeeding
commits.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Checks for x/xy/xyz/xyzw style swizzles (slightly more general but you
get the idea).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We don't need to guesstimate this ourselves. This will help when we
bringup derivatives.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We include a zsbuf attachment function based on how the corresponding
MFBD code works, as well as extending cbufs to mipmapped rendering while
we're at it.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Complements the existing getters and the setter for node class. To be
used in the Panfrost RA refactor.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This fixes eglExportDMABUFImageQueryMESA() so it will report the
modififers of the underlying image. Without this information,
re-importing will likely be broken as it is rare these days that no
modifiers are used.
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Daniel Stone <daniels@collabora.com>
Fixes: 8f7338f284 ("egl: add initial EGL_MESA_image_dma_buf_export v2.4")
Extend MESA_framebuffer_flip_y to be used with OpenGL versions 4.3 and
higher. OpenGL 4.3 adds FramebufferParameteri needed by this extension.
Reviewed-by: Fritz Koenig <frkoenig@google.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This is why we can't have nice things. I'm sure there's someway
to do this with {0} but I really don't have time for that.
Fixes: 2631fd3b0b ("gallivm: rework lp_build_tgsi_soa to take a struct")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
When 'x' is the result of a scmp op:
x != 0.0 or x == 1.0: passthrough
x == 0.0 or x != 1.0: invert
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Add generic lowerings for fall_equalN/fany_nequalN. These should be optimal
for vec4 backends that doesn't have any special instructions for it, as
long as they support saturate.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This will effectively enable the optimization in anv.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This allows us to drop legacy userclip plane handling in both the vec4
and FS backends, and simplifies a few interfaces.
v2 (Jason Ekstrand):
- Move brw_nir_lower_legacy_clipping to brw_nir_uniforms.cpp because
it's i965-specific.
- Handle adding the params in brw_nir_lower_legacy_clipping
- Call brw_nir_lower_legacy_clipping from brw_codegen_vs_prog
Co-authored-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Instead of building a constant mask (which depends on knowing the
subgroup size), we build an expression. Because the pass uses the
nir_shader_lower_instructions helper, subgroup lowering will be run on
any newly emitted instructions as well as the previously existing
instructions. In particular, if the subgroup size is known, the newly
emitted subgroup_size intrinsic will get turned into a constant and a
later constant folding pass will clean it up.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
The rules for gl_SubgroupSize in Vulkan require that it be a constant
that can be queried through the API. However, all GL requires is that
it's a uniform. Instead of always claiming that the subgroup size in
the shader is 32 in GL like we have to do for Vulkan, claim 8 for
geometry stages, the maximum for fragment shaders, and the actual size
for compute.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Instead of lowering the subgroup size so early, wait until we have more
information. In particular, we're going to want different subgroup
sizes from different stages depending on the API. We also defer
lowering of subgroup masks because the ge/gt masks require the subgroup
size to generate a subgroup mask.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Tested on Gen > 9.
v2: 1) Fix lowering
2) Keep a consistent i/u order (Matt Turner)
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Add freeing of SubroutineIndexes to the _mesa_free_shader_state.
Fixes: 4566aaaa5b ("mesa/subroutines: start adding per-context
subroutine index support (v1.1)")
Signed-off-by: Yevhenii Kolesnikov <yevhenii.kolesnikov@globallogic.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
When a pipeline uses transform feedback, the driver fallbacks to
the legacy path because NGG support for streamout is a non-trivial
amount of work.
AMDVLK also uses the legacy path for streamout, while RadeonSI
uses the new NGG path.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
NGG GS for streamout requires a bunch of work, so enable it with
the legacy path only for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The parameters were getting messy and I have to add a few more
for compute shaders, so clean it up before proceeding.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
I can't find a single place where nir_lower_io is called after going out
of SSA which is the only real reason why you wouldn't do this. Returning
SSA defs is more idiomatic and is required for the next commit.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Numbers for Talos:
gfx10 without binning: 77.0 77.7 77.2 77.6
gfx10 with binning: 82.3 82.0 82.7 82.4
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
The assign_extra_samplers() adds the needed extra samplers but they need
to be used in the nir_tex_instr.
Otherwise the plane information is simply lost and all nir_tex_instr use the
same sampler.
Here's an example of the bug:
NIR before st_nir_lower_tex_src_plane:
vec1 32 ssa_8 = load_const (0x00000000 /* 0.000000 */)
vec4 32 ssa_9 = tex ssa_0 (texture_deref), ssa_0 (sampler_deref), ssa_5 (coord), ssa_8 (plane)
vec1 32 ssa_10 = load_const (0x00000001 /* 0.000000 */)
vec4 32 ssa_11 = tex ssa_0 (texture_deref), ssa_0 (sampler_deref), ssa_5 (coord), ssa_10 (plane)
After:
vec4 32 ssa_9 = tex ssa_0 (texture_deref), ssa_0 (sampler_deref), ssa_5 (coord)
vec4 32 ssa_11 = tex ssa_0 (texture_deref), ssa_0 (sampler_deref), ssa_5 (coord)
This fixes the following piglit test for radeonsi + NIR:
- ext_image_dma_buf_import-sample_nv12
- ext_image_dma_buf_import-sample_yuv420
- ext_image_dma_buf_import-sample_yvu420
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Commit ea5b7de138 broke some piglit tests on radeonsi (Bonaire hardware).
This commit fixes half of the regression by enabling msaa if the dest surface has
more than 1 sample (instead of hardcoding it to false).
Fixes: ea5b7de138 ("radeonsi: make gl_SampleMaskIn = 0x1 when MSAA is disabled")
Tested-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The one obvious omission here is gl_HelperInvocation itself. However,
the spec doesn't require that we generate then when gl_HelperInvocation
is used, it merely mandates that we report them if they are there.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Otherwise, as we add things to the switch, we're going to forget and add
some 64-bit op at some point in the future and it'll stop getting
flagged. There's no reason why we can't do the check for derivatives.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Make sure that a <group> tag within another <group> tag work just fine.
v2: rename 'halfbyte' to 'byte' to match the size (Lionel).
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Now we can decode a <group> tag inside another <group> tag, and properly
print its indices and content.
v2: Use push/pop stack to fields, groups and iters (Lionel).
v3: Add assert(iter->level < DECODE_MAX_ARRAY_DEPTH) (Lionel).
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We currently use the group->next pointer to iterate through the <group>
tags. This change them to be a type of field, so we can descend into
them while iterating, and then go back to the original position. Will be
useful when we want to decode <group>'s inside <group>'s, and when there
are more <field>'s after a <group> tag.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
A gen_group (group in most of the code) can be of several types:
- instruction
- struct
- register
- group (?!?)
The <group> tag actually represents an array of elements. So at least
in our code, lets call it an array to avoid confusion with gen_group.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Refactor the code from gen_spec_load_from_path() into a separate
function, that can be used with a xml file that doesn't fit the genX.xml
filename format.
Will be used soon for implementing unit tests for gen_decoder.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
When using gen_spec_load_from path, only abort decoding if the read
length is 0. Previously, we were aborting if finding an EOF, even if
something was read from the file.
Also only kill the decoded file if no commands or structs were found,
and print a message in such case.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This allows using the LCDIF display controllers (with the mxsfb drm
modesetting driver) along with the Etnaviv render-only drivers. LCDIF is
found on i.MX SoCs.
Signed-off-by: Guido Günther <agx@sigxcpu.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
This should save a lot of per-compile time by using the RA the way it's
actually supposed to be used.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This doesn't fix any bug at the moment because the next statement is
'true' which happens to be APIMODE_D3D, but if that changes it could.
The fixes tags is as far I could go but the error predates it (2016 is
probably far enough).
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 8db6f2e6eb ("anv/pipeline: Roll genX_pipeline_util.h into genX_pipeline.c")
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
While testing kmscube with mesa master, it turns out that kmscube is not
working anymore. After bisecting, commit
5a7688fdec is the culprit. A short trial
and error session allowed to find the removed bit of code making kmscube
working again.
This patch adds it back.
Fixes: 5a7688fde ("panfrost: Use 64-bit descriptors globally")
v2: Add comment pointing out this is magic. [Alyssa, trivial]
Signed-off-by: Arnaud Patard <arnaud.patard@rtp-net.org>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than anything "early Midgard", limit us specifically to T6XX, as
certain workarounds only apply to genuine T6XX, not T7XX.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This can be the case if the resource was obtained from
st_vdpau_output/video_surface_gallium.
st_vdpau_output/video_surface_dma_buf do a similar dance internally.
v2:
* Pass PIPE_HANDLE_USAGE_FRAMEBUFFER_WRITE instead of 0 for usage.
Bugzilla: https://bugs.freedesktop.org/111099
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> # v1
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
We still have some big ticket items left on GLES 3.0, but it's often
helpful to be able to access higher dEQP levels for debugging features
that just don't quite match a particular API.
Plus, this opens up a whole slew of new features to poke at if boredom
overtakes, ahem.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The branch instruction has 6 bits per register operand which allows it
to specify a component in the register.
Fix codegen so that it outputs the right component, otherwise it always
outputs the x component.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
The macros already prepend "ppir: ", remove them from the actual strings
so it doesn't appear duplicated.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
The spilling code spills entire vec4 registers regardless of the
components used by the spilled uses.
The inserted stores code force the 4 components, but these loads were
using a variable number of components, causing bugs on loading the
spilled registers.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
This is a relatively minimal change to adjust all the gallium interfaces
to use bool instead of boolean. I tried to avoid making unrelated
changes inside of drivers to flip boolean -> bool to reduce the risk of
regressions (the compiler will much more easily allow "dirty" values
inside a char-based boolean than a C99 _Bool).
This has been build-tested on amd64 with:
Gallium drivers: nouveau r300 r600 radeonsi freedreno swrast etnaviv v3d
vc4 i915 svga virgl swr panfrost iris lima kmsro
Gallium st: mesa xa xvmc xvmc vdpau va
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The comment even justifies the wrongness wrongly.
We should be translating to pipe values properly here or else
fragment maps to tess ctrl.
Fixes: 3d7611e9a6 ("st/nir: use NIR for asm programs")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
st_extensions.c sets const->MaxImageSamples (GL_MAX_IMAGE_SAMPLES) by
looping over [16, 15, .. 1x] MSAA modes, and RGBA/BGRA/ARGB/ABGR 8888
color formats, calling pipe->is_format_supported() for each, with
the usage set to PIPE_BIND_SHADER_IMAGE. If any are supported, it
selects that number of samples.
We were checking if sample_count <= 1, which meant that we were getting
a value of 1x MSAA, rather than the expected 0x (feature doesn't exist).
But, only on Icelake because Gen11 adds support for typed read messages
for R8G8B8A8_UNORM. The lack of typed read messages for these formats
was tricking the check on Gen9 to say no correctly. This caused some
Icelake conformance failures, because we don't implement this feature.
Just check for sample_count == 0 instead.
Glamor in xorg-server 1.20 cannot expose 16bpp pixmaps when running in
the usual 24bpp mode. This meant our 565 pbuffer configs would
ultimately fail to create a backing pixmap, leading to crashes.
To hack around this, make a 16bpp pixmap and try and export it.
If it works, expose the configs. Otherwise, just skip them.
This also disables them on DRI2. These configs were only added to pass
conformance requirements, and I doubt anybody cares about testing out
565 pbuffer visuals on DRI2-only drivers.
v2: Don't leak the fds (caught by Eric Anholt)
v3: Don't free(fds), it's not malloc'd
Fixes: dacb11a585 ("egl: Add a 565 pbuffer-only EGL config under X11.")
Reviewed-by: Eric Anholt <eric@anholt.net>
In commit dacb11a585, Eric found the first
matching 565 pbuffer config, and stopped. Our double-buffered configs
come first in the list, so we added that, making a pbuffer-only config
that claimed to be double buffered. This doesn't make sense, since
pixmaps/pbuffers are fundamentally not double buffered.
When using that config, every call to eglCreatePbufferSurface would fail
with EGL_BAD_MATCH. The call chain looks like this:
- eglCreatePbufferSurface
- dri3_create_pbuffer_surface
- dri3_create_surface
- dri2_get_dri_config
which eventually does:
const bool double_buffer = surface_type == EGL_WINDOW_BIT;
and then fails to find a matching config, because it ends up looking
for a single-buffered config - and there aren't any.
To fix this, make the 565 pbuffer config single-buffered. This fixes
at least 51 dEQP-EGL.* tests.
Fixes: dacb11a585 ("egl: Add a 565 pbuffer-only EGL config under X11.")
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
pbuffer configs cause a million of these warnings to trigger, but
when using pixmaps or buffers, there is only one surface, so this
warning doesn't make much sense. Retain it for window surfaces for now.
Fixes: dacb11a585 ("egl: Add a 565 pbuffer-only EGL config under X11.")
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
pbuffers are internally single-buffered. Marek fixed DrawBuffers to
handle this case, but we need to fix ReadBuffers too. Otherwise,
pretty much every conformance test fails because glReadPixels breaks.
v2: Refactor the switch into a helper (suggested by Eric Anholt)
Fixes: 35294f2eca ("mesa: fix pbuffers because internally they are front buffers")
Acked-by: Eric Engestrom <eric.engestrom@intel.com> (v1)
Reviewed-by: Eric Anholt <eric@anholt.net>
Normally, we haven't worried too much about stack sizes as Linux tends
to be fairly friendly towards large stacks. However, when running DXVK
apps under wine, we're suddenly subject to Windows' more stringent stack
limitations and can run out of space more easily. In particular, some
of the shaders in Elite Dangerous: Horizons have quite a few registers
and the arrays in split_virtual_grfs are large enough to blow a 1 MiB
stack leading to crashes during shader compilation.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108662
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: mesa-stable@lists.freedesktop.org
color_buffers[] is currently hard coded to 3 for android which fails
in droid_window_dequeue_buffer when ANativeWindow creates color_buffers
>3 while querying buffer age during dEQP partial_update tests on chromeOS.
The patch removes static color_buffers[], queries for MIN_UNDEQUEUED_BUFFERS,
sets native window buffer count and allocates the correct number of
color_buffers as per android.
Fixes dEQP-EGL.functional.partial_update* tests on chromebooks with
enabling EGL_KHR_partial_update.
v2: update comment instead of removing (Eric Engestrom)
v3: change static array to dynamic allocated color_buffers
querying MIN_UNDEQUEUED_BUFFERS (Chia-I Wu olv@chromium.org)
Fixes: 2acc69da8c "EGL/Android: Add EGL_EXT_buffer_age extension"
Signed-off-by: Nataraj Deshpande <nataraj.deshpande@intel.com>
Acked-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Memory corruption (for both legitimate and illegitimate reasons) causes
this to hang pantrace.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This was disabled to permit regression-free RA work. Now that the spill
code is in place, we can reenable, with some caveats about efficacy.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Pipe through the number of bytes of spilled memory used from the
compiler into the main driver, where it will be used to allocate the
Thread Local Storage buffer.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Indirect linear writes were not being marked as initialized, causing the
back blit to be dropped, breaking the listed tests.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We just use the pointers of the midgard_block*, which is crude, but it
gets the point across and will help debug successor related issues.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Now that we run RA in a loop, before each iteration after a failed
allocation we choose a spill node and spill it to Thread Local Storage
using st_int4/ld_int4 instructions (for spills and fills respectively).
This allows us to compile complex shaders that normally would not fit
within the 16 work register limits, although it comes at a fairly steep
performance penalty.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
If we write to an index before reading it, the old copy we're checking
liveness for isn't live in this block, even if it does get read later.
Fixes abnormally high register pressure in shaders with loops.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Midgard bundles contain a tag, as well as a copy of the tag of the next
bundle to facilitate prefetch. Do some simple static analysis to detect
certain tag errors (particularly on shaders without branching).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than rewriting an index away across the whole block, we expose
finer (per-instruction) granularity for rewrites.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
These are used to load/store from Thread Local Storage, which is memory
allocated per-thread (corresponding to ctx->scratchpad in the command
stream) and used for register spilling.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It was a crazy idea that didn't pan out. We're better served by a good
copyprop pass. It's also unused now.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than creating either a load or a uniform register read with a
fixed beginning offset, we always create a load and then promote to a
uniform register later. This will allow us to promote in a register
pressure aware manner.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This will allow us to insert instructions as a result of register
allocation, permitting spilling to be implemented. As a side effect,
with the assert commented out this would fix a bunch of glamor crashes
(due to RA failures) so MATE becomes useable.
Ideally we'll have scheduling or RA actually sorted out before the
branch point but if not this gives us a one-line out to get X working...
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
RadeonSI only uses Z32_FLOAT_CLAMP for upgraded depth textures
on GFX10 and RADV doesn't promotes Z16 or Z24.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This late optimization pass is only affected by nir_opt_if() and handles all cases
in a single pass. It's enough to call it once after the optimization loop.
No changes on vkpipeline-db.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Since logicop_func 0 is PIPE_LOGIOP_CLEAR, we were trigger lowerinng
of logic ops on precompiled shaders, which we don't want to do. Also, this
had the side effect of making shader-db crash, as during this lowering we
would try to read the color format swizzle information from the fragment shader
key that we don't populate in precompiled shaders because right now we only
need it when logic operations are enabled.
Reviewed-by: Eric Anholt <eric@anholt.net>
If we detect that a scheduling candidate will stall because having a
register source that is the written by the SFU unit in the previous
instruction we reduce its priority so any non stalling operation would
be chosen.
The latency of SFU operations is defined as 2. So they would be scheduled
earlier if other candidates have the same priority.
Finally we won't merge instructions that stall to a previously chosen one.
As the result of the previous one would be waiting for an extra cycle.
Although shader-db result show that instruction are hurt with an increase
of 0.35% the sum of instructions + stalls is reduced a 0.52%. And
the total of sfu-stalls is reduced a 63.51%. It implies also a small
increase in the max-temps metric because of scheduling earlier SFU
operations.
total instructions in shared programs: 9102719 -> 9117851 (0.17%)
instructions in affected programs: 4324628 -> 4339760 (0.35%)
helped: 4162
HURT: 12128
helped stats (abs) min: 1 max: 10 x̄: 1.28 x̃: 1
helped stats (rel) min: 0.09% max: 4.76% x̄: 0.66% x̃: 0.51%
HURT stats (abs) min: 1 max: 27 x̄: 1.69 x̃: 1
HURT stats (rel) min: 0.05% max: 7.69% x̄: 0.87% x̃: 0.68%
95% mean confidence interval for instructions value: 0.90 0.96
95% mean confidence interval for instructions %-change: 0.47% 0.50%
Instructions are HURT.
total max-temps in shared programs: 1327728 -> 1327812 (<.01%)
max-temps in affected programs: 4730 -> 4814 (1.78%)
helped: 61
HURT: 134
helped stats (abs) min: 1 max: 2 x̄: 1.08 x̃: 1
helped stats (rel) min: 2.70% max: 13.33% x̄: 4.89% x̃: 4.17%
HURT stats (abs) min: 1 max: 3 x̄: 1.12 x̃: 1
HURT stats (rel) min: 1.54% max: 20.00% x̄: 6.10% x̃: 5.26%
95% mean confidence interval for max-temps value: 0.28 0.58
95% mean confidence interval for max-temps %-change: 1.80% 3.52%
Max-temps are HURT.
total sfu-stalls in shared programs: 99551 -> 36324 (-63.51%)
sfu-stalls in affected programs: 95029 -> 31802 (-66.53%)
helped: 25882
HURT: 0
helped stats (abs) min: 1 max: 27 x̄: 2.44 x̃: 2
helped stats (rel) min: 5.26% max: 100.00% x̄: 79.86% x̃: 100.00%
95% mean confidence interval for sfu-stalls value: -2.47 -2.42
95% mean confidence interval for sfu-stalls %-change: -80.18% -79.54%
Sfu-stalls are helped.
total inst-and-stalls in shared programs: 9202270 -> 9154175 (-0.52%)
inst-and-stalls in affected programs: 5618516 -> 5570421 (-0.86%)
helped: 22728
HURT: 855
helped stats (abs) min: 1 max: 31 x̄: 2.16 x̃: 1
helped stats (rel) min: 0.07% max: 16.67% x̄: 1.14% x̃: 0.92%
HURT stats (abs) min: 1 max: 5 x̄: 1.25 x̃: 1
HURT stats (rel) min: 0.12% max: 5.26% x̄: 1.24% x̃: 0.86%
95% mean confidence interval for inst-and-stalls value: -2.07 -2.01
95% mean confidence interval for inst-and-stalls %-change: -1.07% -1.05%
Inst-and-stalls are helped.
v2: Rename v3d_qpu_generates_sfu_stalls to v3d_qpu_instr_is_sfu (Eric)
Reviewed-by: Eric Anholt <eric@anholt.net>
SFU operations have a latency of 2 cicles, so if their results
are used in the following cycle to a SFU instruction, the GPU
stalls for an extra cycle until the result is available.
This adds the number of stalls to the shader-db debug mode and
sum of instruction + stalls to evaluate optimizations to schedule
instructions that avoid generating sfu-stalls.
v2: Rename v3d_qpu_generates_sfu_stalls to v3d_qpu_instr_is_sfu (Eric)
Reviewed-by: Eric Anholt <eric@anholt.net>
In virgl_buffer_transfer_extend, when no flush is needed, it tries
to extend a previously queued transfer instead if it can find one.
Comparing to virgl_resource_transfer_prepare, it fails to check if
the resource is busy.
The existence of a previously queued transfer normally implies that
the resource is not busy, maybe except for when the transfer is
PIPE_TRANSFER_UNSYNCHRONIZED. Rather than burdening us with a
lengthy comment, and potential concerns over breaking it as the
transfer code evolves, this commit makes the valid_buffer_range
check the only condition to take the fast path.
In real world, we hit the fast path almost only because of the
valid_buffer_range check. In micro benchmarks, the condition should
always be true, otherwise the benchmarks are not very representative
of meaningful workloads. I think this fix is justified.
The recent change to PIPE_TRANSFER_MAP_DIRECTLY usage disables the
fast path. This commit re-enables it as well.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Do not take a transfer and do the memcpy. Add a _buffer suffix to
the function name to make it clear that it is only for buffers.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Without setting hw_res, virgl_transfer_queue_extend never finds a
match and always returns NULL.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
The implementation uses _mesa_ActiveTexture to change the active texture unit and
then reset it.
It causes an unnecessary _NEW_TEXTURE_STATE but:
- adding an index argument to _mesa_set_enable causes a lot of changes (~140 callers)
- enable_texture (called by _mesa_set_enable) might cause a _NEW_TEXTURE_STATE
anyway.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Added functions:
- glTextureImage1DEXT
- glTextureImage2DEXT
- glTextureImage3DEXT
- glTextureSubImage1DEXT
- glTextureSubImage3DEXT
- glCopyTextureImage1DEXT
- glCopyTextureImage2DEXT
- glCopyTextureSubImage1DEXT
- glCopyTextureSubImage2DEXT
- glCopyTextureSubImage3DEXT
- glGetTextureImageEXT
All but the last one can be compiled in a display list.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Move shared code in a new function (_get_texture_image) and use it instead
of duplicating the same lines.
Will be also used by the EXT_dsa functions (GetTextureImageEXT and GetMultiTexImageEXT).
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The amdgpu dri is used for the closed source AMD driver. Since this driver
does not implement multimedia, we fall back to radeonsi in mesa to do
multimedia. This corrects the dri driver name for when it is set to amdgpu.
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com> (v1)
Signed-off-by: Jeremy Newton <Jeremy.Newton@amd.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
With b01524fff0 ("meson: don't build libGLES*.so with GLVND")
we dropped the incorrect pkg-config files for GLES*.
Since then, the glvnd issue of its missing files has become painfully
apparent, since it break the build for everyone using glvnd.
NVIDIA has had a fix for a few years now, but has yet to accept it:
https://github.com/NVIDIA/libglvnd/pull/86
Since the breakage is already there, let's clean up everything on our side
while we wait for NVIDIA to accept the fix.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Semantically, the memory barrier has to come first to wait
for the completion of pending memory requests.
Afterwards, the workgroups can be synchronized.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
ppir_node_replace_child is used by the const lowering routine in ppir.
All types need to be handled here, otherwise the src node is not updated
properly when one of the lowered nodes is a const, which results in, for
example, regalloc not assigning registers correctly.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
The branch instruction has sources which must be handled in src handling
paths so that regalloc assigns registers to them properly.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
If we don't have clear state (which gfx10 doesn't currently)
we will fix to reset the scissor. AMDVLK will leave it set
to something else.
Marek also has this fix for radeonsi pending.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Enabling tracing, and then having a vmfault, can leads to a segfault
before we print out the traces, as if a meta shader is executing
and we don't have the NIR for it.
Just pass the stage and give back a default.
Fixes: 9b9ccee4d6 ("radv: take LDS into account for compute shader occupancy stats")
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This will be reused in the following patch to add support for clip
vertex lowering in geometry shaders.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This will allow code sharing in a following patch that adds support
for lowering in geometry shaders. It also allows us to exit early
if there is no lowering to do which allows a small code tidy up.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This doesn't quite work yet, but it illustrates how MRT is implemented
in the MFBD: rt_count is set appropriately based on the number of render
targets, while additional render target descriptors are appended on with
an index variable in them (not quite decoded since there's some aspects
we don't understand there, but conceptually this should be right).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
If tiler_heap_end == tiler_heap_start, ensure it's printed the same
rather than one erroring out as hex.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
There's no polygons, so you can't have any size to the polygon list,
although there is a minimal header.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Fixes a bunch of NULL dereferences, although it does cause GPU faults of
course.
This is caused by color buffers masked out in MRT, which we'll
eventually have to solve the right way... one thing at a time.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
128MB is excessive and 16MB is still plenty. Saves 112MB/context on
kernels without growable/heap support.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
If a function has a constant and is called more than once, after
inlining we may end up with different variables representing the same
constant. This commit look into the data and de-duplicate them.
The first pass now will collect the constant data in a per variable
buffer, then de-duplication happens (by sorting then linear walk), and
the second pass will use the data in var->data.location.
One side-effect of the current implementation is that constants will
be reordered. If this turns out to be a problem is something that can
be fixed.
An alternative strategy considered was to perform this in a
per-function basis and then merge the results, the problem is that we
would have to fix up the offsets during the merge. Given the data we
have, the current patch is good enough.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This will be used later on to allocate constant data for each
variable (and then deduplicate). Also drop initializing found_read,
as it is already implicitly false in the literal.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v3d's NIR txf_ms lowering wants to swizzle around the input coordinates in
NIR, but doesn't generate a new txf_ms instructions as replacement. It's
pretty easy to allow that in nir_shader_lower_instructions, and it may be
common in lowering passes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
nir_lower_io leaves around deref_var instructions after lowering away
deref intrinsics. This ends up breaking validation after v3d_nir_lower_io
removes variables not actually being stored by the shader's
store_output()s.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Z32F uses a dediacted float path. Z32F_S8 uses separate stencil planes
in the hardware, lowered via u_transfer_helper.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It is legal to load a shader from a NULL address, particularly when the
TILER job is used strictly for effects on the Z/S buffer with 0x0 color
mask. Don't crash the decoder in this case.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
When backside stenciling is disabled, backfacing primitives just do the
same thing as frontfacing primitives.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This commit cleans up API between the core of the rasterizer and swr.
Some formatting changes are also done.
Reviewed-by: Alok Hota <alok.hota@intel.com>
Treat gl_PointCoord as a system value and
add the necessary bits for correct codegen.
Signed-off-by: Andreas Baierl <ichgeh@imkreisrum.de>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
gl_PointCoord handling needs some special bits set in lima/ppir code
generation. Treating gl_PointCoord as a system value makes it easier
to distinguish from a regular varying.
Signed-off-by: Andreas Baierl <ichgeh@imkreisrum.de>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
When writing the scheduler, we forgot that you can't read the complex
unit in certain sources because it gets overwritten to 0 or 1. Fixing
this turned out to be possible without giving up and reducing
GPIR_VALUE_REG_NUM to 10, although it was difficult in a way I didn't
expect. There can be at most 4 next-max nodes that can't have moves
scheduled in the complex slot, so it actually isn't a problem for
getting the number of next-max nodes at 5 or lower. However, it is a
problem for stores. If a given node is a next-max node whose move cannot
go in the complex slot *and* is used by a store that we decide to
schedule, we have to reserve one of the non-complex slots for a move
instead of all the slots, or we can wind up in a situation where only
the complex slot is free and we fail the move. This means that we have
to add another term to the reservation logic, for stores whose children
cannot be in the complex slot.
Acked-by: Qiang Yu <yuq825@gmail.com>
Now, we do scheduling at the same time as value register allocation. The
ready list now acts similarly to the array of registers in
value_regalloc, keeping us from running out of slots. Before this, the
value register allocator wasn't aware of the scheduling constraints of
the actual machine, which meant that it sometimes chose the wrong false
dependencies to insert. Now, we assign value registers at the same time
as we actually schedule instructions, making its choices reflect reality
much better. It was also conservative in some cases where the new scheme
doesn't have to be. For example, in something like:
1 = ld_att
2 = ld_uni
3 = add 1, 2
It's possible that one of 1 and 2 can't be scheduled in the same
instruction as 3, meaning that a move needs to be inserted, so the value
register allocator needs to assume that this sequence requires two
registers. But when actually scheduling, we could discover that 1, 2,
and 3 can all be scheduled together, so that they only require one
register. The new scheduler speculatively inserts the instruction under
consideration, as well as all of its child load instructions, and then
counts the number of live value registers after all is said and done.
This lets us be more aggressive with scheduling when we're close to the
limit.
With the new scheduler, the kmscube vertex shader is now scheduled in 40
instructions, versus 66 before.
Acked-by: Qiang Yu <yuq825@gmail.com>
The location is unused for shader_temp and function_temp variables, and
due to the way we nir_lower_io_to_temproraries demotes shader_out
variables to shader_temp variables, it happened to equal
VARYING_SLOT_POS for the gl_Position temporary, which made this pass
fail with the offline compiler due to this coming before vars_to_ssa.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
With NGG, empty waves may still be required to export data.
This fixes dEQP-VK.ycbcr.format.*_unorm.geometry_*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
For per-sample color writes we need the output intrinsic to pack the
sample index, which is not provided with regular store_output intrinsics
unless we figured out a way to encode it into the base or the offset.
v2:
- Drop the writemask (Eric)
Reviewed-by: Eric Anholt <eric@anholt.net>
We want to split the tlb specifier setup from the color writes, because when
we implement per-sample color writes we want to do the latter for all the
samples, but the former only once.
Reviewed-by: Eric Anholt <eric@anholt.net>
We will soon be adding per-sample color writes which means additional
complexity and more indentation (we will need another loop to emit
the writes for each individual sample), so this will help keeping
things simple and a bit more readable.
Reviewed-by: Eric Anholt <eric@anholt.net>
anv_format is supposed to have a pointer back to the associated
VkFormat, we were missed this for depth/stencil formats.
This doesn't fix anything afaict, but will be needed for future
changes.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 465de47bad ("anv: associate vulkan formats with aspects")
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
I can find no evidence that removing this is a good idea.
Fixes: 9b116173b6 ("radv: do not emit VGT_FLUSH on GFX10")
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
unorm and snorm require that the border color values are clamped, so when
picking the sampler view copy/clamp the border color from the sampler and
use these adjusted values.
Fixes:
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_compressed_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_snorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_srgb_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_unorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_compressed_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_snorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_srgb_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_unorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_unorm_depth
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_unorm_depth_uint_stencil_sample_depth
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
The value of -0.5f is not small enough to produce negative coordinates,
so lower the minimum clamp value to -1.0f. This fixes a number of tests
from
dEQP-GLES31.functional.texture.border_clamp.*
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
when mirroring the texture corrdinates the indices must be mirrored as
well and the half pixel shift must be applied in reverse.
Fixes a number of tests from:
dEQP-GLES31.functional.texture.gather.offset.*
dEQP-GLES31.functional.texture.gather.offsets.*
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
At this point all the draw caches are flushed to the old attached textures,
so the read caches of these textures will need to be updated too.
Fixes:
dEQP-GLES3.functional.fbo.color.repeated_clear.sample.tex2d.*
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This fixes a rendering glitch observed in SDL testscale test, where alpha
blending samples with value (1.0, 1.0, 1.0, 0.0) whitens the target instead
of having no effect.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
We need to check rgb_func/alpha_func when determining if blend or separate
alpha is required.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Dividing the fui result by 65535 is obviously wrong, and from testing, on
GC7000L at least there is no division by 65535.
Fixes dEQP-GLES2.functional.polygon_offset.fixed16_displacement_with_units
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
This is ported from AMDVLK, it's probably not requires unless
we want to use "real time queues", but it might be nice to just have
in place.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Rob Clark thinks this was likely a workaround for our const buffer
update bugs, and now that it's passing tests, we should be able to
drop it.
renderdoc-traces results:
traces/android/clashofclans.rdc: +6.1% +/- 1.1%
traces/android/candycrush.rdc: +5.2% +/- 1.6%
Reviewed-by: Rob Clark <robdclark@gmail.com>
Now that the bin vs render constlen is fixed, we can skip these waits.
Improves webgl aquarium performance at 10k fish from 27fps to 33.
Some highlights from renderdoc-traces:
traces/android/minecraft.rdc: +17.1% +/- 3.4%
traces/glmark2/ideas-speed=duration.rdc: +11.6% +/- 2.4%
traces/android/candycrush.rdc: +5.4% +/- 1.1%
traces/android/clashofclans.rdc: +4.4% +/- 1.3%
Reviewed-by: Rob Clark <robdclark@gmail.com>
We actually could go up to vs->constlen in the binning shader on a6xx,
but for sanity let's make sure that we're always under constlen. This
would have caught the bug fixed in 572c76fd88 ("freedreno: Clamp UBO
uploads to the constlen decided by the shader.")
Reviewed-by: Rob Clark <robdclark@gmail.com>
Fixes constlen overflow in
dEQP-GLES31.functional.shaders.builtin_var.compute.num_work_groups and
dEQP-GLES31.functional.image_load_store.buffer.image_size.readonly_32
and probably others.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Spec says :
"timestampComputeAndGraphics specifies support for timestamps on all
graphics and compute queues. If this limit is set to VK_TRUE, all
queues that advertise the VK_QUEUE_GRAPHICS_BIT or
VK_QUEUE_COMPUTE_BIT in the VkQueueFamilyProperties::queueFlags
support VkQueueFamilyProperties::timestampValidBits of at least 36."
On gen7+ this should be true (we only have 32bits of timestamp on
gen6 and below).
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 802f00219a ("anv/device: Update features and limits")
Reported-by: Timothy Strelchun <timothy.strelchun@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Until now we only supported fast clear colors on the first miplevel and
layer. The main reason for it is that we can't have different fast clear
values at different levels/layers, since the surface state only supports
one clear value.
We can, however, enable it if we make sure we only use the same value
for all levels/layers, and if one of them changes, we resolve all the
others. We already do that for depth fast clears so hopefully it will be
fine for color fast clears too.
v2: Add check for partial clear too (Ken).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Relax the restriction that all the writes need to be in the first
block: now accept variables that have all the writes in the same
block, and all the reads are dominated by that block.
This let the pass identify large constants that are local to a helper
function. The writes will be at the place that the function is
inlined, possibly not in the first block (but still all in the same
block).
Results for vkpipeline-db in SKL:
total instructions in shared programs: 3624891 -> 3623145 (-0.05%)
instructions in affected programs: 79416 -> 77670 (-2.20%)
helped: 16
HURT: 0
total cycles in shared programs: 1458149667 -> 1458147273 (<.01%)
cycles in affected programs: 30154164 -> 30151770 (<.01%)
helped: 14
HURT: 2
total loops in shared programs: 2437 -> 2437 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total spills in shared programs: 8813 -> 8745 (-0.77%)
spills in affected programs: 2894 -> 2826 (-2.35%)
helped: 8
HURT: 0
total fills in shared programs: 23470 -> 23392 (-0.33%)
fills in affected programs: 12248 -> 12170 (-0.64%)
helped: 6
HURT: 2
LOST: 0
GAINED: 0
Results for shader-db in SKL with Iris:
total instructions in shared programs: 15379442 -> 15379392 (<.01%)
instructions in affected programs: 837 -> 787 (-5.97%)
helped: 2
HURT: 2
helped stats (abs) min: 27 max: 27 x̄: 27.00 x̃: 27
helped stats (rel) min: 10.47% max: 10.67% x̄: 10.57% x̃: 10.57%
HURT stats (abs) min: 2 max: 2 x̄: 2.00 x̃: 2
HURT stats (rel) min: 1.23% max: 1.23% x̄: 1.23% x̃: 1.23%
95% mean confidence interval for instructions value: -39.14 14.14
95% mean confidence interval for instructions %-change: -15.51% 6.17%
Inconclusive result (value mean confidence interval includes 0).
total loops in shared programs: 4880 -> 4880 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total cycles in shared programs: 370677237 -> 370676567 (<.01%)
cycles in affected programs: 17852 -> 17182 (-3.75%)
helped: 2
HURT: 1
helped stats (abs) min: 338 max: 356 x̄: 347.00 x̃: 347
helped stats (rel) min: 13.98% max: 14.64% x̄: 14.31% x̃: 14.31%
HURT stats (abs) min: 24 max: 24 x̄: 24.00 x̃: 24
HURT stats (rel) min: 0.18% max: 0.18% x̄: 0.18% x̃: 0.18%
total spills in shared programs: 11772 -> 11772 (0.00%)
spills in affected programs: 0 -> 0
helped: 0
HURT: 0
total fills in shared programs: 24948 -> 24948 (0.00%)
fills in affected programs: 0 -> 0
helped: 0
HURT: 0
LOST: 0
GAINED: 0
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
In many cases, the compiler can just copy-prop the strided MOV whereas
the conversion is a bit trickier. This cuts 5% of the instructions off
of one particular Vulkan CTS test which does lots of load_ssbo.
Reviewed-by: Matt Turner <mattst88@gmail.com>
These seem like obvious enough optimizations in the world of multiple
integer bit sizes. The only known thing which hits these at the moment
is some Vulkan CTS tests for 16-bit SSBO values which like to up-cast
and check for equality. However, it's something that's bound to come up
as we start seeing more integers in shaders.
The optimizations of comparisons of casted values with constants are
something which we would ideally do with range analysis. However,
lacking that, we can do it in opt_algebraic as long as one side is a
constant.
In dEQP-VK.ssbo.phys.layout.random.16bit.scalar.13, this commit, along
with the previous commit, reduce the number of instructions emitted on
Skylake from 55328 to 44546, a reduction of 20%.
Acked-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
We could, in theory, add the same optimization for 64-bit unpack
operations but that's likely to fight with 64-bit integer lowering on
platforms which require it so it will require more infrastructure before
that will be a good idea.
Reviewed-by: Matt Turner <mattst88@gmail.com>
This helps greatly when debugging algebraic transform generators because
you can now actually see the output and verify that your transforms are
getting generated.
Acked-by: Matt Turner <mattst88@gmail.com>
This fixes some validation errors generated by certain D->W conversions
but is likely not a full solution. Calculating an actual register
stride is a far more complex problem in general and should probably be
handled by the brw_fs_generator.
Reviewed-by: Matt Turner <mattst88@gmail.com>
It was checking if the dest or src[0] SSA values were vectors, rather than
whether the ALU op was using the source as a vector resulting in a
nir_fdot4 making it through to vc4 and v3d:
vec1 32 ssa_6 = fdot4 ssa_4.xxxx, ssa_5
Fixes: c1cffa4249 ("nir/alu_to_scalar: Use the new NIR lowering framework")
v2: Use Jason's recommendation to look at input_sizes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Theoretically we would like these split since varyings can have
specially optimized flags (no map, coherent local). For now, since
neither of these flags is particularly meaningful right now, merge them
together instead of special casing varyings_mem.
Saves upwards of 64MB of RAM per context.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
With the following chain of events :
vkQueuePresent()
<- Surface resize
vkQueuePresent()
We should be able to report SUBOPTIMAL or OUT_OF_DATE on the second
vkQueuePresent() call. Currently we only look at X11 events in the
vkAcquireNextImage() path so we're not able to report this.
This change checks the queue of events and process any available ones
to update the swapchain status.
v2: Be consistent about reporting the current error state of the
swapchain (Jason)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111097
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Add a struct to maintain which SPIR-V extensions are supported, and an
utility method to initialize it based on
nir_spirv_supported_capabilities.
v2:
* Fixing code style (Ian Romanick)
* Adding a prefix (spirv) to fill_supported_spirv_extensions (Ian Romanick)
v3: rebase update (nir_spirv_supported_extensions renamed)
v4: include AMD_gcn_shader support
v5: move spirv_fill_supported_spirv_extensions to
src/mesa/main/spirv_extensions.c
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Arcady Goldmints-Orlov <agoldmints@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Ideally this should be generated somehow. One option would be gather
all the extension dependencies listed on the core grammar, but there
would be the possibility of not including some of the extensions.
Note that spirv-tools is doing it just slightly better, as it has a
hardcoded list of extensions manually took from the registry, that
they parse to get the enum and the to_string method (see
generate_grammar_tables.py).
v2:
* Use a macro to improve readability. (Tapani Pälli)
* Add unreachable on the switch, no default (Eric Engestrom)
* No typedef enum (Ian Romanick)
* Sort extensions names (Ian Romanick)
* Don't add extensions unlikely to be supported by Mesa at any point
(Ian Romanick)
v3: rebase update
v4: Include AMD_gcn_shader
v5: move spirv_extensions_to_string to src/mesa/main/spirv_extensions.c
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Arcady Goldmints-Orlov <agoldmints@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
v2:
* Mention extension gap at gl_API.xml (Emil Velikov)
* Bail with INVALID_ENUM if extension not available on getStringi (Emil Velikov)
* Use EXTRA_EXT macro when defining the extension at
get.c/get_hash_params.py (Emil Velikov)
* Rename source files (spirvextensions.[ch] -> spirv_extensions.[ch]) (Ian)
v3:
* Fix GL_PROGRAM_BINARY_FORMATS glGet query, broken by error on a
previous rebase
v4:
* Fix rebase conflicts on getstring.c after
GL_SHADING_LANGUAGE_VERSION query was added
v5:
* Remove src/mapi/glapi/gen/Makefile.am as it no longer exists in
master
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Arcady Goldmints-Orlov <agoldmints@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
I did implement this extension a while ago but it didn't work
on pre GFX10 for some reasons. Now all CTS pass.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is unsupported and hangs.
This fixes GPU hangs with
dEQP-VK.tessellation.geometry_interaction.limits.output_required_*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It should be possible to build it on-demand too but it requires
more work. On GFX10, the GS copy shader is required when tess
is enabled with extreme geometry.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Thanks to Eric Engestrom for pointing out that there was something wrong
with that function.
Fixes: 724a73509e
softpipe: Prepare handling explicit gradients
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This decoration can be ignored, so we can just skip the next steps.
Otherwise we'd have to also handle it in apply_var_decoration.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Sources of phi instructions act as if they occur at the very end of the
predecessor block not the block in which the phi lives. In order to
handle them correctly, we have to skip phi sources on the normal
instruction walk and handle them as a separate walk over the successor
phis. While registers in phi instructions is a bit of an oddity it can
happen when we temporarily go out-of-SSA for control-flow manipulations.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111075
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
It's disallowed according to the SPIR-V spec or at least I think that's
what the spec says. It's in a section explicitly about explicit layout
of things in the StorageBuffer, Uniform, and PushConstant storage
classes so it's not 100% clear that it applies with other storage
classes. However, it seems like it should apply in general and
violating it can trigger (fairly harmless) asserts in NIR.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
When running on ICL the
dEQP-VK.ssbo.phys.layout.random.16bit.scalar.13 needs more than 1M for
the shader, so bump it.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This avoids needing format_pack to have access to the GLenum return
functions for mesa_format. It seems like an odd function and unlikely
to be reused.
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
_mesa_get_srgb_format_linear() just returns the original format if it
wasn't sRGB.
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
I'm considering moving most of this code to src/util/, and I want that
code to not expose GL types in its interfaces.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
We want errors in the table to show up as unit test failures in MRs.
Also keeps unit test code out of the built drivers.
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
The two implementations differ across the entire input range only in
that u_half.h preserves mantissa bits for NaNs. The u_half.h version
shaves 15% off of the text size of half_float.o.
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
You could break the test and meson test wouldn't complain, since we
returned success either way.
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
This patch adds the missing building rules for Android,
to avoid following building errors:
In file included from external/mesa/src/amd/vulkan/radv_debug.c:35:
In file included from external/mesa/src/amd/vulkan/radv_debug.h:27:
external/mesa/src/amd/vulkan/radv_private.h:95:10:
fatal error: 'gfx10_format_table.h' file not found
^~~~~~~~~~~~~~~~~~~~~~
1 error generated.
In file included from external/mesa/src/amd/vulkan/radv_android.c:31:
external/mesa/src/amd/vulkan/radv_private.h:95:10:
fatal error: 'gfx10_format_table.h' file not found
^~~~~~~~~~~~~~~~~~~~~~
1 error generated.
Fixes: 3dc5ec5d16 ("radv/gfx10: generate gfx10_format_table.h")
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Add sampler uniforms for the UV plane(s), so driver can count the
uniforms and get the correct sampler count.
Fixes lowered YUV on a6xx which actually wants to know # of samplers.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
We can hit multi-fd EGL_NATIVE_BUFFER_ANDROID case when the native
android buffer is YUV. So we need to handle that.
Currently this went unnoticed because, even though we have two or
three fd's for YUV native android buffers, they all reference the
same backing buffer. But we really shouldn't rely on that.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Now that the 64-bit lowering passes do a complete lowering in one go, we
don't need to loop anymore. We do, however, have to ensure that int64
lowering happens after double lowering because double lowering can
produce int64 ops.
Reviewed-by: Eric Anholt <eric@anholt.net>
One advantage of this is that we no longer need to run in a loop because
the new framework handles lowering instructions added by lowering.
Reviewed-by: Eric Anholt <eric@anholt.net>
One advantage of this is that we no longer need to run in a loop because
the new framework handles lowering instructions added by lowering.
Reviewed-by: Eric Anholt <eric@anholt.net>
Instead of only lowering system from variables, lower most to intrinsics
and let the lowering framework immediately lower the intrinsic. This
will result in a bit more instruction churn but it means that NIR code
builders can just use intrinsics instead of everything having to go
through variables.
Reviewed-by: Eric Anholt <eric@anholt.net>
Instead of having context-aware builder functions, just provide lowering
for the system value intrinsics and let nir_shader_lower_instructions
handle the recursion for us. This makes everything a bit simpler and
means that the lowering can also be used if something comes in as a
system value intrinsic rather than a load_deref.
Reviewed-by: Eric Anholt <eric@anholt.net>
When debugging, we're given the fault_pointer unresolved, so it is
helpful to have more context in the decode.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Midgard supports two modes of operation, 32-bit mode and 64-bit mode.
The GPU is natively 64-bit, but job descriptors can be submitted in
32-bit mode. Among other changes, 32-bit mode shortens pointer sizes to
use 32-bit pointers rather than the full 64-bit range.
The blob decides which mode to use based on the CPU bitness, so an armhf
system uses 32-bit descriptors and an aarch64 system uses 64-bit
descriptors. For a while, we mimicked this, bu inevitably this caused
the 32-bit support to lag behind as our reference platform is 64-bit.
To combat the code staleness, we traced an older GPU paired with a 64-bit
CPU (the Midgard T720 on-board the sunxi H64). From there, we could tell
which fields were really about hardware and which fields were simply
reflections of the descriptor bitness.
From there, we decided to remove support for 32-bit descriptors
entirely, using 64-bit descriptors unconditionally. There is minimal
performance penalty for this in practice, and it allows us to unify
these disparate code paths. This fixes:
- T860 + armhf
- T820 + armhf
- T760 + aarch64
And will help bringup of 1st/2nd generation Midgard regardless of CPU.
[Work done by Tomeu. Commit message written by Alyssa.]
v2: Add comments preserving information about the old behaviour for
future reference. Fix a compiler warning. (Alyssa)
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In 6ce8592836 we started looking at the dynamic stencil state and
disabling stencil writes when the stencil mask is zero. Unfortunately,
we never updated the PMA fix code accordingly so 3DSTATE_WM_DEPTH_STENCIL
and the PMA fix were getting out-of-sync causing hangs.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109203
Fixes: 6ce8592836 "anv: Disable stencil writes when both write..."
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Rather than hardcoding a BO layout at creation-time, we implement the
ability to hint layouts at various points in a BO's lifetime,
potentially reallocating and switching layouts if it's heuristically
deemed useful to do so.
In this patch, we add a simple hinting implementation, opportunistically
compressing FBOs.
Support is hidden behind PAN_MESA_DEBUG=afbc as the implementation is
incomplete (software access to AFBC is unimplemented at the moment) and
therefore would regress significantly.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Meta of CopyPixel generates a buffer object
but does not free it on cleanup.
Fixes: 37d11b13ce (meta: Don't pollute the buffer object namespace in _mesa_meta_setup_vertex_objects)
Signed-off-by: Sergii Romantsov <sergii.romantsov@globallogic.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
The NGG GS epilogue no longers call that function so the assertion
is just useless now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
For NGG, the driver relies on the VS outinfo struct.
This fixes
dEQP-VK.clipping.user_defined.clip_*_vert_tess_geom_*
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
We emit code to saturate texture coordinates when using clamp wrapping
mode so if we don't flag the dirty state here we don't get to recompile
the shaders when the wrapping mode changes.
v2:
- Do the same when setting sampler views (Eric)
- Use a switch statement instead of an if ladder.
- Swap the shader stage assertion with an unreachable.
Fixes:
spec/!opengl 1.1/texwrap 1d bordercolor/gl_rgba8, border color only
spec/!opengl 1.1/texwrap 1d proj bordercolor/gl_rgba8, projected, border color only
spec/!opengl 1.1/texwrap 2d bordercolor/gl_rgba8, border color only
spec/!opengl 1.1/texwrap 2d proj bordercolor/gl_rgba8, projected, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_alpha12, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_alpha16, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_alpha4, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_alpha8, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_intensity8, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_luminance4_alpha4, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_luminance6_alpha2, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_luminance8, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_luminance8_alpha8, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_r3_g3_b2, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb10, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb10_a2, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb4, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb5, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb5_a1, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb8, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgba4, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgba8, swizzled, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_alpha12, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_alpha16, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_alpha4, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_alpha8, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_intensity8, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_luminance4_alpha4, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_luminance6_alpha2, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_luminance8, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_luminance8_alpha8, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_r3_g3_b2, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb10, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb10_a2, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb4, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb5, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb5_a1, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb8, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_rgba4, border color only
spec/!opengl 1.1/texwrap formats bordercolor/gl_rgba8, border color only
spec/!opengl 1.2/texwrap 3d bordercolor/gl_rgba8, border color only
spec/!opengl 1.2/texwrap 3d proj bordercolor/gl_rgba8, projected, border color only
spec/arb_es2_compatibility/texwrap formats bordercolor-swizzled/gl_rgb565, swizzled, border color only
spec/arb_es2_compatibility/texwrap formats bordercolor/gl_rgb565, border color only
spec/arb_texture_compression/texwrap formats bordercolor-swizzled/gl_compressed_alpha, swizzled, border color only
spec/arb_texture_compression/texwrap formats bordercolor-swizzled/gl_compressed_luminance_alpha, swizzled, border color only
spec/arb_texture_compression/texwrap formats bordercolor-swizzled/gl_compressed_rgb, swizzled, border color only
spec/arb_texture_compression/texwrap formats bordercolor/gl_compressed_alpha, border color only
spec/arb_texture_compression/texwrap formats bordercolor/gl_compressed_luminance_alpha, border color only
spec/arb_texture_compression/texwrap formats bordercolor/gl_compressed_rgb, border color only
spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_alpha16f_arb, swizzled, border color only
spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_intensity16f_arb, swizzled, border color only
spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_luminance16f_arb, swizzled, border color only
spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_luminance_alpha16f_arb, swizzled, border color only
spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_rgb16f, swizzled, border color only
spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_rgba16f, swizzled, border color only
spec/arb_texture_float/texwrap formats bordercolor/gl_alpha16f_arb, border color only
spec/arb_texture_float/texwrap formats bordercolor/gl_intensity16f_arb, border color only
spec/arb_texture_float/texwrap formats bordercolor/gl_luminance16f_arb, border color only
spec/arb_texture_float/texwrap formats bordercolor/gl_luminance_alpha16f_arb, border color only
spec/arb_texture_float/texwrap formats bordercolor/gl_rgb16f, border color only
spec/arb_texture_float/texwrap formats bordercolor/gl_rgba16f, border color only
spec/arb_texture_rectangle/texwrap rect bordercolor/gl_rgba8, border color only
spec/arb_texture_rectangle/texwrap rect proj bordercolor/gl_rgba8, projected, border color only
spec/arb_texture_rg/texwrap formats bordercolor-swizzled/gl_r8, swizzled, border color only
spec/arb_texture_rg/texwrap formats bordercolor-swizzled/gl_rg8, swizzled, border color only
spec/arb_texture_rg/texwrap formats bordercolor/gl_r8, border color only
spec/arb_texture_rg/texwrap formats bordercolor/gl_rg8, border color only
spec/arb_texture_rg/texwrap formats-float bordercolor-swizzled/gl_r16f, swizzled, border color only
spec/arb_texture_rg/texwrap formats-float bordercolor-swizzled/gl_rg16f, swizzled, border color only
spec/arb_texture_rg/texwrap formats-float bordercolor/gl_r16f, border color only
spec/arb_texture_rg/texwrap formats-float bordercolor/gl_rg16f, border color only
spec/ext_packed_float/texwrap formats bordercolor-swizzled/gl_r11f_g11f_b10f, swizzled, border color only
spec/ext_packed_float/texwrap formats bordercolor/gl_r11f_g11f_b10f, border color only
spec/ext_texture_shared_exponent/texwrap formats bordercolor-swizzled/gl_rgb9_e5, swizzled, border color only
spec/ext_texture_shared_exponent/texwrap formats bordercolor/gl_rgb9_e5, border color only
spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_alpha8_snorm, swizzled, border color only
spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_intensity8_snorm, swizzled, border color only
spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_luminance8_alpha8_snorm, swizzled, border color only
spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_luminance8_snorm, swizzled, border color only
spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_r8_snorm, swizzled, border color only
spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_rg8_snorm, swizzled, border color only
spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_rgb8_snorm, swizzled, border color only
spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_rgba8_snorm, swizzled, border color only
spec/ext_texture_snorm/texwrap formats bordercolor/gl_alpha8_snorm, border color only
spec/ext_texture_snorm/texwrap formats bordercolor/gl_intensity8_snorm, border color only
spec/ext_texture_snorm/texwrap formats bordercolor/gl_luminance8_alpha8_snorm, border color only
spec/ext_texture_snorm/texwrap formats bordercolor/gl_luminance8_snorm, border color only
spec/ext_texture_snorm/texwrap formats bordercolor/gl_r8_snorm, border color only
spec/ext_texture_snorm/texwrap formats bordercolor/gl_rg8_snorm, border color only
spec/ext_texture_snorm/texwrap formats bordercolor/gl_rgb8_snorm, border color only
spec/ext_texture_snorm/texwrap formats bordercolor/gl_rgba8_snorm, border color only
spec/ext_texture_srgb/texwrap formats bordercolor-swizzled/gl_sluminance8, swizzled, border color only
spec/ext_texture_srgb/texwrap formats bordercolor-swizzled/gl_sluminance8_alpha8, swizzled, border color only
spec/ext_texture_srgb/texwrap formats bordercolor-swizzled/gl_srgb8, swizzled, border color only
spec/ext_texture_srgb/texwrap formats bordercolor-swizzled/gl_srgb8_alpha8, swizzled, border color only
spec/ext_texture_srgb/texwrap formats bordercolor/gl_sluminance8, border color only
spec/ext_texture_srgb/texwrap formats bordercolor/gl_sluminance8_alpha8, border color only
spec/ext_texture_srgb/texwrap formats bordercolor/gl_srgb8, border color only
spec/ext_texture_srgb/texwrap formats bordercolor/gl_srgb8_alpha8, border color only
Reviewed-by: Eric Anholt <eric@anholt.net>
This fixes
dEQP-VK.spirv_assembly.instruction.graphics.16bit_storage.input_output_*
Found with RADV_DEBUG=checkir
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Setting this seems to be broken, amdvlk only sets it for quilted
textures which I'm not sure what those are.
Fixes dEQP-VK.glsl.texture_functions.query.texturesize*3d*
Fixes: bf11f1c3a4 ("radv/gfx10: add gfx10_make_texture_descriptor")
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
v2: Include '-s' to suppress the diff.
v3: use the git config command (Ken), use < (Eric)
Reviewed-by: Matt Turner <mattst88@gmail.com> (v1)
Acked-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The stride was already overriden when using
lower_workgroup_access_to_offsets, so elaborate a bit the commentary
there.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Use alignment to calculate the stride associated with the pointer
types. That stride is used when the pointers are casted to arrays.
Note that size alone is not sufficient, e.g. struct { vec2 a; vec1 b;
} will have element an element size of 12 bytes, but the stride needs
to be 16 bytes to respect the 8 byte alignment.
Fixes: 050eb6389a "spirv: Ignore ArrayStride in OpPtrAccessChain for Workgroup"
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We don't implement batch splitting quite yet which is necessary for the
ludicrous number of draw calls these tests invoke. Blacklist them for
now.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
When we allocate them, we allocate with two references accidentally,
causing them to leak uncontrollably.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This destructor will be used to legitimately free the BOs, now that a BO
free with cacheable=0 is only a "fake" free.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Saves a call to calloc (the maximum size is small and known at
compile-time) and fixes a leak.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
For drivers supporting PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET the buffer_offset value
will be interpreted as an signed int.
An example of application code causing a negative offset:
float b[] = { ... }; // 3 float for pos, 3 for color
glBufferData(GL_ARRAY_BUFFER, ..., b, ...);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), &b[3]);
^
should be 3 * sizeof(float)
The offset is a ptr so when interpreted as a signed int it can be negative.
This commit adds a verification that (int) buffer_offset is not negative - this would
indicate an application bug. Since it's too late to emit a GL_INVALID_VALUE error,
we replace the negative offset by 0 and emit a debug message.
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
It can be useful to call the decoder on a single batch. But, that batch
may not contain STATE_BASE_ADDRESS, at which point the decoder will have
no idea how to find any buffers. We can initialize the two static bases
at the beginning of time, so it has them even if it never sees SBA.
Surface base address changes dynamically, possibly in the middle of a
batch. So we update it at the start of each batch, making it always
start at the value we inherited from the previous one. SBA commands
inside the batch can update it to a proper value.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Specifically needed for nativewindow for some VK_EXT_external_memory_android_hardware_buffers
functions, where we call into some AHardwareBuffer functions.
The legacy Android ext did not have us call into any Android function
at all and hence it was not noticed.
Fixes: 755c633b8d "anv: Fix vulkan build in meson."
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Chad Versace <chadversary@chromium.org>
The old algorithm is still used (and the same issue -- namely, leaking
all shaders -- applies) but we're way more concise about it since we're
*only* using the routine for shaders nowadays; everything else is a
BO-proper or transient.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
I don't think this is still necessary, and if it is, we'll have to
figure out how to fix it the right way.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's not legal to reuse the vertex shader descriptor across frames now
that we patch it at draw-time, so upload to transient memory.
Ideally, we could be smarter about this such that subsequent draws with
the same vertex shader and same patched state would reuse the
descriptor, but for now, let's simply achieve correctness.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We use the new PAN_ALLOCATE_DELAY_MMAP flag to only map resources
on-demand, which should avoid mapping FBOs.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
While we're at it, prompted by a semantics issue around INVISIBLE, also
add a separate DELAY_MMAP flag.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
On the new kernel, mmaping doesn't *hurt* per se, but it's still
wasteful for buffers explicitly marked as not needing an mmap.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
anv_render_pass_compile() turns an unused attachment into a NULL
depth_stencil_attachment pointer so check that pointer before
accessing it.
Found with updates to existing CTS tests.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 208be8eafa ("anv: Make subpass::depth_stencil_attachment a pointer")
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
It will be used for stream output but for now only declares it
if VS and if the PrimitiveID needs to be exported.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Only VS needs that. We shouldn't hardcode these values but
that's complicated to not do that for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
ac_nir_context is initialized after the driver emits the NGG GS
prologue so it's likely to crash.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
"unknown_2" field is actually a size of instruction that branch
points to. If it's set to a smaller size than actual instruction
branch behavior is not defined (and it usually wedges the GPU).
Fix it by setting this field correctly.
Fixes: af0de6b91c ("lima/ppir: implement discard and discard_if")
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
This corresponds to what the GC3000 blob does. The USED / UNUSED enums are
wrong, at least for GC2000/GC3000.
Without this the 3rd texture component is not interpolated correctly (flat?)
in the following test (and others):
dEQP-GLES2.functional.texture.mipmap.cube.generate.rgba8888_nicest
Strangely, when the texture is sampled from OpenGL it works correctly,
the problem only shows up for sampling by gallium/blitter. This fixes other
cube map tests which use util_blitter_blit.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
The rs alignment doesn't have to be multiplied by # of pixel pipes.
This works on GC2000 which doesn't have the SINGLE_BUFFER feature.
This fixes some cubemaps (NPOT / small mipmap levels) because aligning by 8
breaks the expected alignment of 4 for tiled format. We don't want to mess
with the alignment of tiled formats.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
The MIN filter is never used when not using mipmaps. This fixes that.
Interestingly, only GC3000 needs this (GC2000 works without this fix).
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
ROUND_UV rounding breaks nearest filtering.
Enable it only when nearest filtering isn't used.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
I don't particularly care about getting x86/ARM cross-build coverage
of all the window systems, but we do want to be building src/mesa/
(for x86 asm) and gallium drivers (for vc4 NEON asm). I'm also hoping
to use these build products for testing freedreno on actual HW (which
we do using surfaceless).
This increases the docker image from 1.4G to 1.5G.
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Acked-by: Eric Engestrom <eric@engestrom.ch>
When using softpin, the first allocation was not calculating the
padding and offset correctly for the case the first allocation needed
to grow. We were missing initialize the state.end right after
expanding the pool for the first time.
This is not a problem for non-softpin since there we don't use
leftover padding so the ends would re-arrange incrementally.
This fixes running dEQP-VK.ssbo.phys.layout.random.16bit.scalar.13 in
SKL -- the test uses a shader larger than the initial size for the
instruction pool.
Fixes: dfc9ab2ccd "anv/allocator: Add padding information."
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
There is widespread consensus that simple_list should go away.
This patch converts one more use to the modern kernel-style list.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
For bindless SSBO access, we have to do 64-bit address calculations. On
ICL and above, we don't have 64-bit integer support so we have to lower
the address calculations to 32-bit arithmetic. If we don't run the
optimization loop before lowering, we won't fold any of the address
chain calculations before lowering 64-bit arithmetic and they aren't
really foldable afterwards. This cuts the size of the generated code in
the compute shader in dEQP-VK.ssbo.phys.layout.random.16bit.scalar.13 by
around 30%.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
We don't even support replay anymore; this is just wasting characters
and adding clutter.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This allows dumping memory properties directly without dereferencing an
address, allowing us to fix more -Waddress-of-packed-member warnings.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It could be midgard_outmod_float or midgard_outmod_int; don't assume
it's one or the other. Fixes -Wenum-conversion warnings.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Mali job dependency graphs, at least for GLES3.0, have the special
property that a given node will only have at most a single dependent.
This allows us to efficiently precompute the dependent array and
replace an inner loop's O(N) search with an O(1) lookup, bringing the
algorithmic complexity of scoreboarding from O(N^2) to O(N).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Now that it has been totally replaced by the borrow mechanism, it is now
unused code.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The whole purpose of the transient memory model is to make subdivision
stupidly easy, so let's handle that.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The batch now temporarily possesses the transient buffer, so it'll need
to remember that to free it later.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We use a fixed size slab if we can, otherwise we create a dedicated
("oversized") BO and add that to the job. In the latter case we'll get
reference counting for free so we can forget about this corner case for
the rest of the series.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We would like transient allocations to occur on the screen (borrowed by
the batch) rather than on the context. Add fields to track this.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The latter upload is correct, but the former upload is unassociated with
any particular FBO and therefore becomes orphaned. We do have to upload
at draw-time at the latest, if we haven't by then.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Zero-sized allocations will fail with an unhelpful errno from the
kernel; check size explicitly in userspace before it gets that far.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The test is based on link_shaders().
For example, it allows the following test (when run on SPIR-V mode) to
pass:
spec/arb_compute_shader/linker/mix_compute_and_non_compute.shader_test
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
The shader combination tests are copied from link_shaders().
For example, it allows the following tests (when run on SPIR-V mode) to
pass:
spec/arb_tessellation_shader/linker/no-vs
spec/arb_tessellation_shader/linker/tcs-no-vs
spec/arb_tessellation_shader/linker/tes-no-vs
spec/glsl-1.50/linker/gs-without-vs
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Right now we don't support disk cache for SPIR-V shaders (from
ARB_gl_spirv), so let's avoid writing the program data to or reading
it from the disk if any in-use shaders use SPIR-V.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Right now we don't have cache support for SPIR-V shaders (from
ARB_gl_spirv). Right now they are properly skipped because they fall
on the ff shader code path (no key, no name), but it would be better
to update current comments, and add some guards.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Allocate UniformDataDefaults and fill in the data defaults when
linking a SPIR-V program. Among other things, this allows program
serialization to work.
It allows the following piglit test (when run on SPIR-V mode) to pass:
spec/arb_get_program_binary/execution/uniform-after-restore.shader_test
v2: use memcpy to initialize UniformDataDefaults
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
When querying MAX_NUM_ACTIVE_VARIABLES, NUM_ACTIVE_VARIABLES and
ACTIVE_VARIABLES over SSBO and UBO interfaces, we filter the variables
which are active using the variable's name and looking for it in the
program resource list. If it is in the program resource list, the
variable will be considered active.
However due to ARB_gl_spirv where name reflection information is not
mandatory, we can use the UBO/SSBO binding and variable offset to
filter which variables which are active.
v2: use RESOURCE_UBO/UNI macros instead of direct castings, update
comment (Alejandro)
v3: Change signature of _mesa_program_resource_find_active_variable
to simplify calling it. Also, squash the fix for find_binding_offset
for arrays of blocks (Arcady)
Signed-off-by: Antia Puentes <apuentes@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Arcady Goldmints-Orlov <agoldmints@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
When querying GL_LOCATION_INDEX using glGetProgramResourceiv
we already know the index of the resource, we do not need to find
it using the name, which is convenient for shaders coming from
SPIR-V binaries where names are optional.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Fixes the program queries API (glGetProgramiv):
TRANSFORM_FEEDBACK_VARYINGS and TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
in two cases:
1. ARB_enhaced_layouts:
The queries were not working for GLSL shaders which specify the
varyings using enhanced layouts. We were returning the info as if the
varyings could only be specified using the API.
2. ARB_gl_spirv:
TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH should return 1 if there is no
name reflection information available.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
From the ARB_gl_spirv specification, glGetUniformLocation should
return -1 when no name reflection is available.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
For shaders constructed from SPIR-V binaries, it is possible that
no name reflection information is available. In that case,
- glGetProgramInterfaceiv(.., pname=MAX_NAME_LENGTH, ..)
- gletProgramResourceiv(.., props=NAME_LENGTH, ..)
should return 1.
Signed-off-by: Antia Puentes <apuentes@igalia.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Since ARB_gl_spirv it is possible to miss a lot of name reflection
information, so it is needed to add NULL name checks for several
queries, and return a specific value on those cases. This commit add
them for ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH,
ACTIVE_ATTRIBUTE_MAX_LENGTH and ACTIVE_UNIFORM_MAX_LENGTH.
From ARB_gl_spirv spec:
"If pname is ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, the length of
the longest active uniform block name, including the null
terminator, is returned. If no active uniform blocks exist, zero
is returned. If no name reflection information is available, one
is returned.
If pname is ACTIVE_ATTRIBUTE_MAX_LENGTH, the length of the longest
active attribute name, including a null terminator, is returned.
If no active attributes exist, zero is returned. If no name
reflection information is available, one is returned.
If pname is ACTIVE_UNIFORM_MAX_LENGTH, the length of the longest
active uniform name, including a null terminator, is returned. If
no active uniforms exist, zero is returned. If no name reflection
information is available, one is returned."
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
From the ARB_program_interface_query specification:
"For the property TOP_LEVEL_ARRAY_SIZE, a single integer
identifying the number of active array elements of the top-level
shader storage block member containing to the active variable is
written to <params>. If the top-level block member is not
declared as an array, the value one is written to <params>. If
the top-level block member is an array with no declared size, the
value zero is written to <params>."
"For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
identifying the stride between array elements of the top-level
shader storage block member containing the active variable is
written to <params>. For top-level block members declared as
arrays, the value written is the difference, in basic machine
units, between the offsets of the active variable for consecutive
elements in the top-level array. For top-level block members not
declared as an array, zero is written to <params>."
v2: move top_level_array_size and stride into nir_link_uniforms_state
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
ARB_gl_spirv points that the offset must be explicit, however this is
true for 'root' types. For complex types, like struct members or
arrays of arraya, it needs to be computed.
We are not using the offset stored in the gl_buffer_variables during
the uniform blocks linking because currently we do not have a way to
relate a gl_buffer_variable with its corresponding gl_uniform_storage.
The GLSL path uses the name for that, but we can not rely on that
because names are optional in SPIR-V.
Notice that uniforms non-backed by a buffer object will have an offset
equal to -1, like in the GLSL path.
v2: add offset and var_is_in_block as per-variable state in
nir_link_uniforms_state (Arcady)
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
v2: added TODO comment hinting possible future refactoring of
nir_build_program_resource_list and build_program_resource_list,
to avoid code duplication (Alejandro, to explicitly reflect a
valid concern from Timothy during the review).
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
v2: "nir/linker: Use the stageref when adding UBO/SSBO resources"
squashed on this one (Timothy)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Binding comparison is used to determine the block the uniform is part
of. Note that to do the binding comparison we need the information in
UniformBlocks[] and ShaderStorageBlocks[] to be available, so we have
to call gl_nir_link_uniform_blocks() before linking the uniforms.
v2: add missing break (Timothy)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
c8665005: ("intel/compiler: Don't always require precise lowering of flrp")
forgot to remove some comments that didn't apply any more after the
change.
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrnd.net>
This was probably not caught before because no supported test was
exercising the flrp lowering with other bit size different than 32.
With the arrival of VK_KHR_shader_float_controls we will have some of
those and, unless we keep the bit size, we will end with something
like:
../src/compiler/nir/nir_builder.h:420: nir_builder_alu_instr_finish_and_insert: Assertion `src_bit_size == bit_size' failed.
Fixes: 158370ed2a ("nir/flrp: Add new lowering pass for flrp instructions")
Fixes: ae02622d8f ("nir/flrp: Lower flrp(a, b, c) differently if another flrp(_, b, c) exists")
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrnd.net>
With separate stencil usage, we can't just grab the usage from the image
directly and have to consider the per-aspect usage instead.
Fixes: 1be38f9178 "anv:Use VK_EXT_separate_stencil_usage to avoid..."
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Don't rely on them being preinitialized to zero; this can cause junk to
appear on the wire.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
A bunch of these are from asserts not being compiled in 32-bit mode
(once Erik's ASSERTABLE stuff is merged, we'll want to switch).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This includes metadata as well. On GFX10, we have to invalidate
the L2 metadata cache when shaders read DCC.
Note that we still have to implement GFX10 coherency by
introducing INV_L2_METATADA but for now just flush L2.
This fixes a corruption with DCC and Talos.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This allows to remove a mov of 1/-1, as it is implicit with the
operation.
As with atomic inc/dec/add, usual shader-db set doesn't include any
GLES shader using it. So using as workaround vk-gl-cts shaders, we get
this:
total instructions in shared programs: 1217013 -> 1217006 (<.01%)
instructions in affected programs: 53 -> 46 (-13.21%)
helped: 2
HURT: 0
One of the helped shader went from 40 to 34 instructions.
Reviewed-by: Eric Anholt <eric@anholt.net>
And moved to new auxiliar method v3d40_image_load_store_tmu_op,
equivalent to the nir_to_nir v3d_general_tmu_op, to clean-up a little.
Reviewed-by: Eric Anholt <eric@anholt.net>
Among other things, this avoid the need of loading 1/-1 constants (so
one less operation).
The removed comment suggest the option of adding support on NIR for
inc/dec. Intel just uses an auxiliar method to get which hw operation
is needed, so no lowering is needed. And at the same time, being so
small, seems unreasonable to try to add a general one on NIR
itself. It is more easy to just adapt the method here (that is what
the patch does right now).
It is worth to note that we are not getting any change on shader-db
stats because all those methods are used on the usual shader-db set
with shaders needing GLSL > 4.2. In general there aren't too many GLSL
ES 3.1 tests.
As an alternative, we captured the GLES3/GLSL31/GLS32 used on
vk-gl-cts, even if that is not a real life usage of shaders. With
those we get the following:
total instructions in shared programs: 1217022 -> 1217013 (<.01%)
instructions in affected programs: 117 -> 108 (-7.69%)
helped: 6
HURT: 0
helped stats (abs) min: 1 max: 2 x̄: 1.50 x̃: 1
helped stats (rel) min: 3.57% max: 10.00% x̄: 8.09% x̃: 9.09%
95% mean confidence interval for instructions value: -2.07 -0.93
95% mean confidence interval for instructions %-change: -10.54% -5.64%
Instructions are helped.
Note that the shaders helped are really low because most of the
vk-gl-cts tests using AtomicInc/Dec/Add are mostly used on compute
shaders. Although right now there is a branch around with CS support,
the usual is doing the stats against master.
Reviewed-by: Eric Anholt <eric@anholt.net>
They are already defined, although is a slightly different format on
the generated packet headers, so it was needed to change how it is
used on nir_to_vir.
In addition to allow to remove some duplicated headers, it will allow
to define just one get_op_for_atomic_add aux method later to support
using inc/dec instead of add of 1/-1.
Reviewed-by: Eric Anholt <eric@anholt.net>
This implements support for OpenGL logic operations by emitting code to read
from the TLB if needed and blending the fragment output accordingly. It is
similar to VC4's blend lowering pass, but exclusive to logic operations, since
blending is otherwise supported in hardware.
The pass doesn't handle MSAA targets yet.
Fixes the following piglit tests:
spec/!opengl 1.0/gl-1.0-logicop/*
spec/!opengl 1.1/gl-1.1-xor
spec/!opengl 1.1/gl-1.1-xor-copypixels
It also fixes text cursor rendering in Libreoffice with the GTK+2 theme, which
is rendered via glamor using the XOR logic operation.
v2: fix checks for allowed variable location and maximum render target (Eric)
Reviewed-by: Eric Anholt <eric@anholt.net>
Until now we have always been emitting our scoreboard locks on the last thread
switch to improve parallelism. We did this by emitting our last thread switch
right before our tlb writes at the very end of the program, where we know that
we are outside control flow.
Unfortunately, this strategy is not valid when we have tlb color reads too, as
these will happen before this point in the program and can happen inside
control flow.
To fix this we always emit a thread switch before the first tlb load and if we
see additional thread switches after that point, we change the strategy to lock
on the first thread switch.
v2: change the solution so it is expected to work in more scenarios (Eric).
Reviewed-by: Eric Anholt <eric@anholt.net>
We will be emitting this intrinsic to signal TLB color loads when we implement
OpenGL logic operations, where we need to blend the fragment shader color
output with the existing color in the render target.
Per-sample TLB reads are not supported yet.
v2: fix the offset into the color_reads array (Eric).
Reviewed-by: Eric Anholt <eric@anholt.net>
This is intended to be used, for example, with OpenGL logic operations. It
takes a render target as source and a sample index in the base index for
MSAA color reads.
v2: drop the CAN_ELIMINATE and CAN_REORDER flags (Eric).
Reviewed-by: Eric Anholt <eric@anholt.net>
We need to scale the size of these arrays to consider up to
V3D_MAX_DRAW_BUFFERS render targets and 4 components per color.
v2: we want to store each color component separately, so scale by 4 too.
Reviewed-by: Eric Anholt <eric@anholt.net>
The ldtlbu version will read an implicit uniform with the TLB read
specifier and should be used for the first read in a sequence
of TLB reads (unless the default configuration is valid, in which
case we can use ldtlb). The ldtlb version is used for any subsequent
TLB read in the sequence.
Reviewed-by: Eric Anholt <eric@anholt.net>
We already have code to print these signals but the early return in the code
that checks if any signals are present present was missing the checks for them,
so it would skip printing them unless they were paired with other signals.
Reviewed-by: Eric Anholt <eric@anholt.net>
Kind of a funky corner case that does not (as far as I know) apply to
organic shaders from GLES but does pop up in generated shaders from the
fixed-function desktop pipeline.
Fixes: bb483a9166 ("panfrost: Clamp point size")
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The screen header includes the common xml, and otherwise we might race
to build before it's done.
Fixes: e03259974e ("freedreno: Generate headers from xml files")
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
A couple patches later in this series use the flag to avoid a few
thousand shader-db regresions on all vec4 platforms.
I'm not particularly enamored with the name of this flag. However, I
suspect the Intel vec4 backend is the only backend that will benefit
from it. Specifically, the cases where this helps are all cases where
we want to prevent nir_opt_algebraic from rearranging instructions to
create 3-source instructions, such as ffma and flrp, with additional
immediate value or uniform sources.
The earlier commit "intel/vec4: Try to emit a single load for multiple
3-src instruction operands" solves most of the problems caused by
additional immediate values, but the restrictions on register strides
that cause problems for uniforms and shader inputs persist.
Reviewed-by: Matt Turner <mattst88@gmail.com>
If a 3-source instruction uses immediate values 1.0 and -1.0, just load
1.0 into a register. Use the negation source modifier to get -1.0.
This has trivial impact now, but it prevents a few thousand regressions
on vec4 platforms with "nir/algebraic: Recognize open-coded flrp(-1, 1,
a) and flrp(1, -1, a)"
All Gen6 and Gen7 platforms had similar results. (Haswell shown)
total instructions in shared programs: 13487412 -> 13487406 (<.01%)
instructions in affected programs: 541 -> 535 (-1.11%)
helped: 6
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 0.36% max: 2.08% x̄: 1.65% x̃: 1.80%
95% mean confidence interval for instructions value: -1.00 -1.00
95% mean confidence interval for instructions %-change: -2.33% -0.97%
Instructions are helped.
total cycles in shared programs: 376402564 -> 376402500 (<.01%)
cycles in affected programs: 10348 -> 10284 (-0.62%)
helped: 10
HURT: 1
helped stats (abs) min: 2 max: 26 x̄: 7.00 x̃: 2
helped stats (rel) min: 0.13% max: 2.05% x̄: 0.89% x̃: 0.79%
HURT stats (abs) min: 6 max: 6 x̄: 6.00 x̃: 6
HURT stats (rel) min: 0.29% max: 0.29% x̄: 0.29% x̃: 0.29%
95% mean confidence interval for cycles value: -11.72 0.08
95% mean confidence interval for cycles %-change: -1.20% -0.36%
Inconclusive result (value mean confidence interval includes 0).
No shader-db changes on any other Intel platform.
Reviewed-by: Matt Turner <mattst88@gmail.com>
I'm not sure why I thoughtt here was an off-by-one, other than maybe bad
data collection.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Gen11 SLM is not on L3 anymore, so now the hardware has two separate
fences. Add a way to control which fence types to use.
At this time, we don't have enough information in NIR to control the
visibility of the memory being fenced, so for now be conservative and
assume that fences will need a stall. With more information later
we'll be able to reduce those.
Fixes Vulkan CTS tests in ICL:
dEQP-VK.memory_model.message_passing.core11.u32.coherent.fence_fence.atomicwrite.device.payload_nonlocal.workgroup.guard_local.buffer.comp
dEQP-VK.memory_model.message_passing.core11.u32.coherent.fence_fence.atomicwrite.device.payload_local.buffer.guard_nonlocal.workgroup.comp
dEQP-VK.memory_model.message_passing.core11.u32.coherent.fence_fence.atomicwrite.device.payload_local.image.guard_nonlocal.workgroup.comp
dEQP-VK.memory_model.message_passing.core11.u32.coherent.fence_fence.atomicwrite.workgroup.payload_local.buffer.guard_nonlocal.workgroup.comp
dEQP-VK.memory_model.message_passing.core11.u32.coherent.fence_fence.atomicwrite.workgroup.payload_local.image.guard_nonlocal.workgroup.comp
The whole set of supported tests in dEQP-VK.memory_model.* group
should be passing in ICL now.
v2: Pass BTI around instead of having an enum. (Jason)
Emit two SHADER_OPCODE_MEMORY_FENCE instead of one that gets
transformed into two. (Jason)
List tests fixed. (Lionel)
v3: For clarity, split the decision of which fences to emit from the
emission code. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This reverts commit 812ce2ce9e.
We massively regress with the reverted patch. So in the meantime, take
it out.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Only Z24S8 is properly supported right now, so let's be careful. Fixes a
number of issues relating to improper Z/S handling. The most obvious is
depth buffers with incorrect strides, which manifests in truly bizarre
ways and can happen commonly with FBOs.
Fixes WebGL (Aquarium runs, etc).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In emit_vertex we optimize storage if the output mask does not
have all bits set. Do the same in the epilogue so the indices
actually match up.
Fixes dEQP-VK.geometry.input.basic_primitive.points because it
outputs PSIZE with an output mask of 1, which cause the generic
attribute for the color to be loaded from the wrong indices.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
The dimensions also have to be adjusted if the number of supported
mip levels is changed.
This fixes dEQP-VK.api.info.image_format_properties.3d.*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
For some reasons D32_SFLOAT is also affected on GFX10, it works
fine with previous generations.
This fixes some dEQP-VK.renderpass2.depth_stencil_resolve.*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We were failing to flag the program dirty when it changed. Also, we
were unnecessarily setting key->input_vertices for SINGLE_PATCH mode,
which would reduce program cache hits. Only set it if needed.
There are two constructors for glsl_struct_field with different
parameters. Instead of repeating them for both constructors, this
patch adds a convenience macro. This will make it easier to add a
third constructor in a later patch.
Reviewed-by: Eric Anholt <eric@anholt.net>
All of the builtin variables mentioned in the GLSL ES spec and the
extensions include a precision declaration which is different
depending on what the variable is used for. This patch makes it set
the corresponding precision when creating the variable. This will make
a difference once we start using the precision information for
optimisation. Previously all of the builtin variables ended up with a
precision of NONE.
v2: Made gl_PointSize and gl_FragCoord highp since GLSL ES 3.00. Fixed
gl_MaxViewPorts to always be highp. (Eric Anholt)
Reviewed-by: Eric Anholt <eric@anholt.net>
We were recompiling the softfp64 library of functions from GLSL to NIR
every time we compiled a shader that used fp64. Worse, we were ralloc
stealing it to the GL context. This meant that we'd accumulate lots of
copies for the lifetime of the context, which was a big space leak.
Instead, we can simply stash a single copy in the GL context, and use
it for subsequent compiles. Having a single copy should be fine from
a memory context point of view: nir_inline_function_impl already clones
the necessary nir_function_impl's as it inlines.
KHR-GL45.enhanced_layouts.ssb_member_align_non_power_of_2 was previously
OOM'ing a system with 16GB of RAM when using softfp64. Now it finishes
much more quickly and uses only ~200MB of RAM.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Right now, all keys have two things in common: a program string ID and a
sampler_prog_key_data. I'd like to add another thing or two and need a
place to put it. This commit adds a new brw_base_prog_key struct which
contains those two common bits.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We're about to change the type of key to be brw_base_prog_key and that
will mean blindly adding the key size without a cast will lead to the
wrong calculation. It's safer to cast to char * first anyway.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
I'm not 100% sure how this ever worked because gem_create usually shoots
you if the BO size isn't page-aligned.
Reviewed-by: Chad Versace <chadversary@chromium.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is the MOCS setting used for the A64 stateless messages which we
sometimes use for SSBO operations.
Fixes: 48ed2a7bb0 "anv: Implement VK_EXT_buffer_device_address"
Fixes: 79fb0d27f3 "anv: Implement SSBOs bindings with GPU addr..."
Reviewed-by: Chad Versace <chadversary@chromium.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
It's not clear the hardware really has a maximum which confuses dEQP;
clamp to whatever we report as our maximum.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In preparation for a Panfrost-based non-Gallium driver (maybe
Vulkan...?), hoist everything except for the Gallium driver into a
shared src/panfrost. Practically, that means the compilers, the headers,
and pandecode.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The reason for doing this is two-fold:
1. These passes are likely to be shared with the Bifrost compiler
Therefore, we don't want to restrict them to Midgard
2. The coding style is different (NIR-style vs Panfrost-style)
The NIR passes are candidates for moving upstream into
compiler/nir, so don't block that off for stylistic reasons
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
PIPE_CAP_SM3 has always been an odd one out of all our caps. While most
other caps are fine-grained and single-purpose, this cap encode several
features in one. And since OpenGL cares more about single features, it'd
be nice to get rid of this one.
As it turns, this is now relatively simple. We only really care about
three features using this cap, and those already got their own caps. So
we can remove it, and make sure all current drivers just give the same
response to all of them.
The only place we *really* care about SM3 is in nine, and there we can
instead just re-construct the information based on the finer-grained
caps. This avoids DX9 semantics from needlessly leaking into all of the
drivers, most of who doesn't care a whole lot about DX9 specifically.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Shader Model 3.0 is a big promise to make to the state-tracker, and
for instance mobile hardware might support vertex-shader saturate but
not some of the other features of SM3. So let's give this its own cap
for simplicity.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Shader Model 3.0 is a big promise to make to the state-tracker, and
for instance mobile hardware might support fragment-shader derivatives
but not some of the other features of SM3. So let's give this its own
cap for simplicity.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Shader Model 3.0 is a big promise to make to the state-tracker, and
for instance mobile hardware might support texture lod but not some
of the other features of SM3. So let's give this its own cap for
simplicity.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This boolean is only consulted once during init, so there's nothing
much saved by storing this in the context. So let's just check directly
when we need it instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Panfrost is known to only work on a select few CPU/GPU combinations at
the moment (tested system-on-chips: RK3288, RK3399, and S912). Whitelist
the combinations known to work and refuse to load on others where
nothing works yet to avoid user confusion.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
A lot of the pan_screen.c code was cargoculted from other drivers. The
upshot is that we return true for a lot of PIPE_CAPs that we don't
actually support, resulting in us exposing way too many extensions that
we don't actually support. Be more careful.
Some CAPs we do need to fake to access higher dEQP versions (i.e. in
order to debug the features we're hiding behind the CAP). For these, we
hide the CAP behind a special PAN_MESA_DEBUG=deqp option to avoid
apps randomly using these in-development features.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
It's easy to forget about, but shader size does matter for things like
i-cache, so let's include it in the analysis.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We have to emit it anyway for the report to be happy (with respect to
unrolling), so return an actual count rather than dummy numbers.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
bany/ball type ops read from all 4 channels even though they only write
to 1; specify this in the opcode table like we do for dot products.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Now that the output usage mask is set to 0x1 the LayerID is
correctly exported in the loop above.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When the stage preceding FS doesn't export it the fragment shader
might read it, even if it's 0.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Much of the format selection code was inherited from softpipe (!) of all
places, and a lot of it is accordingly cruft. Later if-elses were added
in random places to workaround missing formats at various points in
history. Clean up some of this.
Theoretically, any format we can texture from we can also render to. In
practice, there are a few corner cases that we need to disable
explicitly.
For one, we do have to restrict SCANOUT formats to workaround
buggy apps (in particular, dEQP which with --deqp-surface-type=window
under Weston will end up with RGB10_A2 and complain about low alpha
precision). Just be clearer about how/why.
Also, RGB5_A1 support is still broken; let's not worry about that quite
yet.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than have random variables flying around and a long if-else
chain, use a switch. They're literally *designed* for this.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We add support for writing out (via a blend shader):
- RGBA4
- RGB10_A2_UNORM
- RGB10_A2_UINT
- RGB5_A1_UNORM
- R11G11B10_FLOAT
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We would like to permit keying blend shaders against the framebuffer
format, which requires some new blending abstractions.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We would like the offset field to be unsigned, letting 0 represent "no
offset" and positive represent an offset.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
I'm not sure I'm totally comfortable with this, but conceptually neither
float nor pure-int formats require any format conversion, except size
conversion. Going from a shaderable format (fp32 or i16, for instance)
into a blendable format (fp16) is a separate question, one we can defer
momentarily while we're not interested in actually blending.
As an aside, I'd be fascinated by an integer-based blending
implementation.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We'll need some careful handling, but for now, get some baseline code
out for handling float formats in a blend shader.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Normally, disabled blend can definitely be fixed-function'd away, but
if a blend shader is used merely for format conversion rather than
blending, this code path can be nevertheless hit.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Ideally, we would keep Galliumisms far away from the compiler;
unfortunately, Mesa hasn't standardized on system of format codes to be
shared across APIs and across drivers, so using Gallium formats is our
best bet in the short run.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We now have some preliminary fp16 support available. We're not able to
expose this for GLSL quite yet, but for internal blend shaders, we're
able to do control bitness ourselves just fine. So let's fp16 that
stuff!
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Eventually this should be replaced by proper tex RA / not emitting so
many silly moves to begin with / better general copy prop. For now
remove it since it breaks things.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Share a single mask field in midgard_instruction with a unified format,
rather than using separate masks for each instruction tag with
hardware-specific formats. Eliminates quite a bit of duplicated code and
will enable vec8/vec16 masks as well (which don't map as cleanly to the
hardware as we might like).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We can handle differing, but we'd prefer not to because there are
restrictions on sizing which aren't accounted for yet.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's not clear where the extra indirection was from (older hardware or
just older blobs?)
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The scale and type-convert can now be expressed in NIR, rather than MIR,
which is significantly more maintainable and demonstrates correctness of
the type conversion patches.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than using a dest_override, we upscale integers by using a half
field with a sign-extend bit. A variant of this trick should also work
for floats, but one step at a time!
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We have dedicated intrinsics to access the raw contents of the tile
buffer so we can use a dedicated NIR pass to lower appropriately for
blend shaders, rather than introducing a bizarre hardcoded blend
epilogue that only works for RGBA8_UNORM.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Oh, dear. No turning back now.
We begin implementing non-32-bit types, using downsizing integer type
conversions as the initial instructions. We implement them naively as
type-converting moves; substantially more efficient operation is
possible by copypropping the type conversion modifier, but this
optimization is not implemented here.
Size converting modifiers on Midgard allow an instruction to write to a
destination 1/2 the size, or to read from a source 1/2 the size. If we
need an extreme conversion (32-bit to 8-bit, for instance), multiple
type converting ops are chained together, which here is handled via an
algebraic pass.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This begins the process of removing blend shader specific MIR into a
more general NIR lowering pass for formats.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Eventually, this will allow packing clear colours for all formats,
including floating-point framebuffers, pure integer buffers, and special
formats. Currently, a few of these formats are supported, and many more
are handled through a generic Gallium colour packing path (which is not
a perfect fit for the hardware, but works for many formats and is a sane
default for the moment.)
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We see the hardware doesn't actually support float framebuffers in the
native sense -- rather, it just allows higher bpp framebuffers and lets
a blend shader / additional clear_color fields sort out the formats.
This will be.. interesting.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Full MRT support is a while away, but in the mean time, we can remove
code that explicitly assumes nr_cbufs <= 0, to minimize the obstacles
we'll face later when we add the whole thing.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
According to the spec [1], `__egl_Main` is the only symbol that needs to
be exported. We don't want applications directly linking against
libEGL_mesa.so (apps should always go through libEGL.so, regardless of
who is providing it), so we shouldn't export any other symbols either.
[1] https://github.com/NVIDIA/libglvnd/blob/master/include/glvnd/libeglabi.h
(this header is the closest there is to a spec)
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Part of the effort to replace shell scripts with portable python scripts.
I could've used a trivial `assert lines == sorted(lines)`, but this way
the caller is shown which entrypoint is out of order.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Note: the list in gbm-symbols.txt is the same as the one that was in
gbm-symbols-check, I just took the opportunity to sort it.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
I've re-written this in bash a couple times over the years, and then
I realised python is much more portable and already required by Mesa, so
we might as well make use of it.
I decided to still use the build system's NM instead of re-implementing
symbols extraction, to offload the complexity of keeping it compatible
with many systems (Linux, Unix, BSD, MacOS, etc.), especially when
cross-building.
This new script checks not only that nothing is exported when it
shouldn't be, but also that everything that should be exported is.
Sometimes, some symbols _can_ be exported but don't have to be, in which
case they can be prefixed with `(optional)`.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Drivers only use lower_io for modes where pointers don't have a
meaningful value, and dereferences can always be traced back to a
variable. But there can be other modes, like global mode with
VK_EXT_buffer_device_address, where pointers cannot be traced back to a
variable, and lower_io would segfault on loads/stores of these since
nir_deref_instr_get_variable() would return NULL.
Just use the mode on the deref itself to filter out these modes before
we try to get the variable.
Fixes: 118a66df99 ("radv: Use NIR barycentric coordinates")
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Currently this is done rather late in radv, after lowering booleans, so
it isn't safe to run additional optimizations that may add e.g. 1-bit
booleans. We could move the lowering parts earlier, but since right now
we only lower FS inputs and by this point all indirects have been
lowered away, there's no reason we should need to optimize anything.
One shader from Devil May Cry 5 was getting optimized, but only because
the optimization loop was working on 32-bit booleans which revealed an
opportunity that was hidden with 1-bit booleans, and we generated a
1-bit boolean which is invalid.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111092
Fixes: 118a66df99
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Fix the following building error:
external/mesa/src/amd/addrlib/src/gfx10/gfx10addrlib.cpp:35:10:
fatal error: 'gfx10_gb_reg.h' file not found
^~~~~~~~~~~~~~~~
1 error generated.
Fixes: 78cdf9a ("amd/addrlib: add gfx10 support")
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
The necessary Android makefile building rules are added
and the generation rules are simplified for readability
Fixes the following building errors:
external/mesa/src/amd/common/ac_llvm_build.c:1496:45:
error: use of undeclared identifier 'V_008F0C_IMG_FORMAT_8_UINT'
case V_008F0C_BUF_DATA_FORMAT_8: format = V_008F0C_IMG_FORMAT_8_UINT; break;
^
Fixes: 74a26af ("amd/common/gfx10: add register JSON")
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
The gen_enum_to_str.py generates vk_enum_to_str.c and its header at once.
However, the makefiles incorrectly list both files parallel with the same
recipes. That means both two files may be generated simultaneously by two
processes. The generating files may be truncated by another process, as
shown below:
$ cd $OUT/obj/STATIC_LIBRARIES/libmesa_vulkan_util_intermediates/util
$ ls -l
-rw-rw-r-- 1 lh lh 193713 Jul 5 13:31 vk_enum_to_str.c
-rw-rw-r-- 1 lh lh 4609 Jul 5 13:31 vk_enum_to_str.d
-rw-rw-r-- 1 lh lh 0 Jul 5 16:21 vk_enum_to_str.h
Let one file depends on the other with empty recipe to avoid the issue.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Add libmesa_nir to a common LOCAL_STATIC_LIBRARIES defined by
ANV_STATIC_LIBRARIES so that its include path can be imported
automatically. Then ANV_INCLUDES is unnecessary and could be
eliminated.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
The dummy library libmesa_anv_entrypoints is totally unnecessary.
The four VULKAN_GENERATED_FILES could be generated and built in
libmesa_vulkan_common directly. The libraries using the generated
headers should get it via the exported include path.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
The libmesa_git_sha1 is a dummy library. There is no reason to put
it into LOCAL_WHOLE_STATIC_LIBRARIES.
Move libmesa_vulkan_util to the vulkan.radv which really needs it.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
The libmesa_anv_entrypoints and libmesa_genxml are dummy libraries.
There is no reason to put them into LOCAL_WHOLE_STATIC_LIBRARIES.
Move libmesa_vulkan_util to the vulkan HAL which really needs it.
Signed-off-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
This commit re-plumbs all of nir_loop_analyze to use nir_ssa_scalar for
all intermediate values so that we can properly handle swizzles. Even
though if conditions are required to be scalars, they may still consume
swizzles so you could have ((a.yzw < b.zzx).xz && c.xx).y == 0 as your
loop termination condition. The old code would just bail the moment it
saw its first non-zero swizzle but we can now properly chase the scalar
from the if condition to all the way to a, b, and c.
Shader-db results on Kaby Lake:
total loops in shared programs: 4388 -> 4364 (-0.55%)
loops in affected programs: 29 -> 5 (-82.76%)
helped: 29
HURT: 5
Shader-db results on Haswell:
total loops in shared programs: 4370 -> 4373 (0.07%)
loops in affected programs: 2 -> 5 (150.00%)
helped: 2
HURT: 5
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit reworks both get_induction_and_limit_vars() and
try_find_trip_count_vars_in_iand to return true on success and not
modify their output parameters on failure. This makes their callers
significantly simpler.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
There are various cases in which we want to chase SSA values through ALU
ops ranging from hand-written optimizations to back-end translation
code. In all these cases, it can be very tricky to do properly because
of swizzles. This set of helpers lets you easily work with a single
component of an SSA def and chase through ALU ops safely.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
None of the current code knows what to do with swizzles. Take the safe
option for now and bail if we see one. This does have a small shader-db
impact but it is at least safe.
Shader-db results on Kaby Lake:
total loops in shared programs: 4364 -> 4388 (0.55%)
loops in affected programs: 5 -> 29 (480.00%)
helped: 5
HURT: 29
Shader-db results on Haswell:
total loops in shared programs: 4373 -> 4370 (-0.07%)
loops in affected programs: 5 -> 2 (-60.00%)
helped: 5
HURT: 2
Fixes: 6772a17acc "nir: Add a loop analysis pass"
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The current code assumes everything is 32-bit which is very likely true
but not guaranteed by any means. Instead, use nir_eval_const_opcode to
do the calculations in a bit-size-agnostic way. We also use the new
constant constructors to build the correct size constants.
Fixes: 6772a17acc "nir: Add a loop analysis pass"
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
One issue was that the original version didn't check that swizzles
matched when comparing ALU instructions so it could end up matching
very different instructions. Using the nir_instrs_equal function from
nir_instr_set.c which we use for CSE should be much more reliable.
Another was that the loop assumes it will only run two iterations which
may not be true. If there's something which guarantees that this case
only happens for phis after ifs, it wasn't documented.
Fixes: 9e6b39e1d5 "nir: detect more induction variables"
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Now that we have the nir_const_value_as_* helpers, every one of these
functions is effectively the same except for the suffix they use so we
can easily define them with a repeated macro. This also means that
they're inline and the fact that the nir_src is being passed by-value
should no longer really hurt anything.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Now that virgl_transfer_queue_is_queued does not search
COMPLETED_LIST, we don't need to move transfers to that list.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Search only the pending list and return immediately on the first
hit.
When the transfer queue was introduced, the function was used to
deal with
write transfer -> draw -> write transfer
sequence. It was used to tell if the second transfer intersects
with the first transfer. If yes, the transfer queue avoided
reordering the second transfer to before the draw (by flushing) in
case the draw uses the transferred data.
With the recent changes to the transfer code, the function is used
to deal with
write transfer -> readback transfer
We want to avoid reordering the readback transfer to before the
first transfer (also by flushing).
In the old code, we needed to track the compeleted transfers as well
to avoid reordering. But in the new code, a readback transfer is
guaranteed to see the data from the completed transfers (in other
words, it cannot be reoderered to before the already completed
transfers). We don't need to search the COMPLETED_LIST.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Rewrite the function and check z/depth more carefully. We
intentionally avoid u_box_test_intersection_2d because it returns
true when two boxes touch but do not intersect and can be confusing.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
The highest used index determines the stride for shader outputs in shaders
that use LDS or memory for outputs.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Acked-by: Dave Airlie <airlied@redhat.com>
This can decrease LDS and/or memory usage for shader outputs when geometry
shaders or tessellation is used.
Only PS inputs support higher indices and those aren't eliminated by
kill_outputs.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Acked-by: Dave Airlie <airlied@redhat.com>
- don't pass it via a parameter if it can be derived from other parameters
- set shader_type for ac_rtld_open
- use enum pipe_shader_type instead of unsigned
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Acked-by: Dave Airlie <airlied@redhat.com>
Useful for formats that would work with the same driver code path as
RGBA8 UNORM but that don't meet the util_format_is_rgba8_variant
criteria due to a smaller channel count.
v2: Use simpler logic (suggested by Iago).
v3: Fix spelling erorr. boolean->bool (thank you airlied).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This gives more flexibility than the normal store_deref/store_output
versions (particularly, it allows us to abuse the type system in awful
ways, which is necessary for efficient format conversion in blend
shaders.)
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Acked-by: Karol Herbst <kherbst@redhat.com>
Fix si_vid_is_format_supported to expose support
for 10-bit VP9 decode using P016 format. Without
this change, 10-bit decode will be exposed only
for HEVC even though newer hardware support
10-bit decode for VP9.
Signed-off-by: Pratik Vishwakarma <Pratik.Vishwakarma@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
We already have nir_imm_float16 and nir_imm_vec4; let's add the ability
to easily make immediate fp16 vectors as well, now that fp16 support is
maturing in NIR/GLSL.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This reverts commit 63e0675d98.
The GS is merged with the preceding shader and since the preceding
shader will have as_ngg set the final binary will have is_ngg set.
So we do not need the gs key here.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Until now we were just asking entries on the bo hash table, and don't
worry if the handle was NULL, as we were just expecting to get a NULL
in return. It seems that now the hash table assert with some reserverd
pointers, included NULL. This commit just early returns with handle 0.
This change fixes several crashes on vk-gl-cts GLES tests when using
the v3d simulator, like:
KHR-GLES3.core.internalformat.copy_tex_image.*
Reviewed-by: Eric Anholt <eric@anholt.net>
We should use the primitives output by the TES in that case.
There is always a separate TES if there is no GS.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Theses seem to have been radeonsi specific callbacks that are no
longer needed now that these drivers no longer share this code
path.
These callbacks were removed from radeonsi in c0d44fe0e9.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It is legal to call vkFreeCommandBuffers() on NULL command buffers.
This fix requires eb41ce1b01 ("util/hash_table: Properly handle
the NULL key in hash_table_u64").
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 4438188f49 ("vulkan/overlay: record stats in command buffers and accumulate on exec/submit")
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Set the absolute minimum possible GLSL version. API_OPENGL_CORE can
mean an OpenGL 3.0 forward-compatible context, so that implies a minimum
possible version of 1.30. Otherwise, the minimum possible version 1.20.
Since Mesa unconditionally advertises GL_ARB_shading_language_100 and
GL_ARB_shader_objects, every driver has GLSL 1.20... even if they don't
advertise any extensions to enable any shader stages (e.g.,
GL_ARB_vertex_shader).
Converts about 2,500 piglit tests from crash to skip on NV18.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109524
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110955
Cc: mesa-stable@lists.freedesktop.org
This value is supported since gen7. See also 8514c75a26 "i965: Set
compute shader shared memory max to 64k".
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Effectivley unused since dd7135d55d ("intel/compiler: Use the flrp
lowering pass for all stages on Gen4 and Gen5"). I had intended to
remove this code as part of that series, but I forgot.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Existing users only operate on instructions with SSA destinations. Some
later patches add new direct calls and indirect calls (via existing NIR
functions) on instructions after going out of SSA. At the very least,
these calls are added by:
intel/vec4: Try to emit a VF source in try_immediate_source
intel/vec4: Try to emit a single load for multiple 3-src instruction operands
The first commit adds direct calls, and the second adds calls via
nir_alu_srcs_equal and nir_alu_srcs_negative_equal.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
When I added this function, I was not sure if swizzles of immediate
values were a thing that occurred in NIR. The only existing user of
these functions is the partial redundancy elimination for compares.
Since comparison instructions are inherently scalar, this does not
occur.
However, a couple later patches, "nir/algebraic: Recognize
open-coded flrp(-1, 1, a) and flrp(1, -1, a)" combined with "intel/vec4:
Try to emit a single load for multiple 3-src instruction operands",
collaborate to create a few thousand instances.
No shader-db changes on any Intel platform.
v2: Handle the swizzle in nir_alu_srcs_negative_equal and leave
nir_const_value_negative_equal unchanged. Suggested by Jason.
v3: Correctly handle write masks. Add note (and assertion) that the
caller is responsible for various compatibility checks. The single
existing caller only calls this for combinations of scalar fadd and
float comparison instructions, so all of the requirements are met. A
later patch (intel/vec4: Try to emit a single load for multiple 3-src
instruction operands) will call this for sources of the same
instruction, so all of the requirements are met.
v4: Add unit test for nir_opt_comparison_pre that is fixed by this
commit.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Previously, an instruction like
mul(8) vgrf29.xy:F, vgrf25.yxxx:F, [-1F, 1F, 0F, 0F]
would get rewritten as
mul(8) vgrf0.yz:F, vgrf25.yyxx:F, [-1F, 1F, 0F, 0F]
The latter does not produce the correct result. The VF immediate in the
second should be either [-1F, -1F, 1F, 1F] or [0F, -1F, 1F, 0F]. This
commit produces the former.
Fixes: 1ee1d8ab46 ("i965/vec4: Reswizzle sources when necessary.")
Reviewed-by: Matt Turner <mattst88@gmail.com>
Each tests has a comment with the expected before and after NIR. The
tests don't actually check this. The tests only check whether or not
the optimization pass reported progress. I couldn't think of a robust,
future-proof way to check the before and after code.
Reviewed-by: Matt Turner <mattst88@gmail.com>
set bit15 (Disable Repacking for Compression) of CACHE_MODE_0 register
if the gen attribute, 'disable_ccs_repack' is set.
Signed-off-by: Dongwon Kim <dongwon.kim@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
set bit15 (Disable Repacking for Compression) of CACHE_MODE_0 register
if the gen attribute, 'disable_ccs_repack' is set.
Signed-off-by: Dongwon Kim <dongwon.kim@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
set bit15 (Disable Repacking for Compression) of CACHE_MODE_0 register
if the gen attribute, 'disable_ccs_repack' is set.
Signed-off-by: Dongwon Kim <dongwon.kim@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
add a new attribute, 'disable_ccs_repack' to gen_device info, which
indicates whether repacking of components in certain pixel formats
before compression needs to be disabled to keep the compatibility
with decompression capability of display controller (gen11+)
Signed-off-by: Dongwon Kim <dongwon.kim@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
correct bit fields information of CACHE_MODE_0 reg in current gen11.xml
Signed-off-by: Dongwon Kim <dongwon.kim@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
The "demote" intrinsic works like "discard" but don't change the
control flow, allowing derivative operations to work. This is the
semantics of D3D discard.
The "is_helper_invocation" intrinsic will return true for helper
invocations -- both the ones that started as helpers and the ones that
where demoted. This is needed to avoid changing the behavior of
gl_HelperInvocation which is an input (so not expected to change
during shader execution).
v2: Emit the discard jump and comment why it is safe. (Jason)
Rework the is_helper_invocation() that was stomping f0.1. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
From SPV_EXT_demote_to_helper_invocation. Demote will be implemented
as a variant of discard, so mark uses_discard if it is used.
v2: Add CAN_ELIMINATE flag to the new intrinsic. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This is simpler than radv, since the driver_location is already assigned
for us.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
We always get gl_FragCoord as a system value, not a varying, so this is
never hit. We already set PIXEL_CENTER_INTEGER elsewhere.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This is nice to have with radeonsi, where color varyings are handled
specially to avoid recompiles.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
We have to add a few lowering to deal with things that used to be dealt
with inline when creating inputs. We also move the code that fills out
the radv_shader_variant_info struct for linking purposes to
radv_shader.c, as it's no longer tied to the NIR->LLVM lowering.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Pretty much every driver using nir_lower_io_to_temporaries followed by
nir_lower_io is going to want this. In particular, radv and radeonsi in
the next commits.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
These weren't properly supported. This does pretty much the same thing
that the radv code did.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Right now nir_copy_prop_vars is effectively undoing
nir_lower_io_to_temporaries for inputs by propagating the original
variable through the copy created in lower_io_to_temporaries. A
theoretical variable coalescing pass would have the same issue with
output variables, although that doesn't exist yet. To fix this, add a
new bit to nir_variable, and disable copy propagation when it's set.
This doesn't seem to affect any drivers now, probably since since no one
uses lower_io_to_temporaries for inputs as well as copy_prop_vars, but
it will fix radv once we flip on lower_io_to_temporaries for fs inputs.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It was double-counting cases where multiple variables were assigned to
the same slot, and not handling the case where the last variable is a
compact variable.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
These are used in Vulkan for clip/cull distances, instead of the GLSL
lowering when the clip/cull arrays are shared.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It isn't really doing anything Gallium-specific, and it's needed for
handling component packing, overlapping, etc.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
load_fragcoord is already handled in common code for radeonsi, so we
don't need to do anything to handle it. However, there were some passes
creating NIR with the varying, so we switch them over to the sysval. In
the case of nir_lower_input_attachments which is used by both radv and
anv, we add handling for both until intel switches to using a sysval.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
On AMD, FragCoord should be a sysval because it is handled separately
from all the other inputs. We were already doing this in radeonsi, but
we weren't doing it with radv. It'll be much more annoying to handle
VARYING_SLOT_POS in fragment shaders when we let NIR lower FS inputs for
us, so here we add an option so that radv can get it as a system value.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This was done for all previous GPUs.
This fixes Talos Principle launch hangs.
Fixes: 7e43022e8c (radv/gfx10: add gfx10_cs_emit_cache_flush)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
GFX10 has two rings, so UMR want to know which one to halt.
Select the first one by default.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
In merged shaders we put a big if around each shader, so both stages
can have a different number of threads. However, the NGG output code
still needs to run if the first shader is not executed.
This can happen when there are more gs threads than vs/es threads, or
when there are 0 es/vs threads (why? no clue).
Fixes: ee21bd7440 "radv/gfx10: implement NGG support (VS only)"
Reviewed-by: Dave Airlie <airlied@redhat.com>
It was reported as unsupported previously. It should be importable
and is compatible with itself.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Fixes: 69cc6272fb ("anv: Implement VK_EXT_external_memory_host")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This needs to be cleaned up a bit, and it probably contains
missing stuff and/or bugs.
This doesn't fix the "half of the triangles" issue.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Each gfx10 shader engine corresponds to two gfx9 shader engines, so scale
the number of offchip buffers accordingly.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The cache flush logic on GFX10 is quite different and it's
implemented with a new function.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
DCC alignment can be less than the alignment of the main surface. In that
case, the DCC tile swizzle needs to be masked accordingly. Should have no
impact on pre-gfx10.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Begin/Reset of command buffer both reset the content of the command
buffer. Don't forget to wipe them on Begin.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 4438188f49 ("vulkan/overlay: record stats in command buffers and accumulate on exec/submit")
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This add support for setting shader buffers and passing them
to draw or binding them to the fragment shader jit.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This adds load, store and atomic operations. These operations
have to respect the exec_mask, and can't operate in lanes where
the execute is off. This is needed to avoid side effects seen
outside the shaders.
There is also bounds checking on the ssbo accesses vs the size
ptr.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
As suggested by Roland this is just a compare of fetch_max
vs the counter, much simpler than my original spaghetti code.
We require the vertex shader to have an exec mask to get proper
ssbo/image load/atore/atomics semantics
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Since the transition to virgl_resource_transfer_map(), several
previously public virgl_resource functions are not required to be public
anymore.
We also move the functions earlier in the file so they can be used
without functions declarations.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Normal mapping of buffers and textures uses almost identical logic.
This commit extracts the this logic in the form of the
virgl_resource_transfer_map() helper function.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Vivante GPUs have lossless buffer compression using the tile-status bits,
which can reduce memory access and thus improve performance.
This patch only enables compression for "V4" compression GPUs, but the
implementation is tested on GC2000(V1) and GC3000(V2). V1/V2 compresssion
looks absolutely useless, so it is not enabled.
I couldn't test if this patch breaks MSAA, because it looks like MSAA is
already broken.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
This mirrors the change in blt. RS cares about this for msaa/compression.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Both translate the same thing, so just add the missing cases into one.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
BLT engine uses all ones to clear TS, set ts_clear_value to match that.
Note: ts_clear_value is never used with BLT engine.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Since we have "ts_valid" to avoid using uncleared ts, this memset serves
no purpose. Also it is broken because it doesn't use cpu_prep/cpu_fini.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
GC7000L has a TS mode with larger tiles, which improves performance.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
The size of the TS is screen->specs.bits_per_tile bits per tile, with each
tile being 64 bytes of the resource.
This gives the same result for 32bpp formats, but reduces the size of TS
for 16bpp formats by 2.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Back when autotools and scons were the two build systems, it kinda made
sense to call scons "not autoconf", but autoconf's been gone for a while
now and other build systems have been added (android.mk and meson), so
the name really doesn't make any sense anymore.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This simplifies a bunch of stuff by
(1) Keeping all the things in a single allocation, making things easier
for the cache.
(2) creating a shader_variant creation helper.
This is immediately put to use by creating rtld shader binaries. This
is the main reason for the binaries, as we need to do the linking at
upload time, i.e. post caching. We do not enable rtld yet.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Some headers were not dragged in the last update(s).
Fixes: 465ec0b145 ("vulkan: Update the XML and headers to 1.1.113")
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Fixes following build problem:
Message: libdrm 2.4.99 needed because amdgpu has the highest requirement
Dependency libdrm_intel found: NO found '2.4.97' but need: '>=2.4.99'
Dependency libdrm_intel found: NO
meson.build:1178:4: ERROR: Invalid version of dependency, need 'libdrm_intel' ['>=2.4.99'] found '2.4.97'.
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
The scissor state -is- setup, but the scissor test is not enabled. This
can prevent certain optimizations from occurring on tilers where
unaffected tiles are thrown out entirely.
v2: Only enable scissor test if the scissor test is actually set by the
app, to avoid regressing quad-based clears used for other reasons (like
a color mask).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
LLVM doesn't insert s_waitcnt_vscnt before GS_DONE.
There was also the crash in legacy GS copy shader.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We need to tell PA to accept edge flags generated by the input assembler,
because decomposed primitives shouldn't draw inner edges.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The NGG hardware pipeline doesn't track these statistics automatically,
and in fact *cannot* track them automatically when API geometry shaders
are involved, so we accumulate statistics in the shader using atomic
adds.
This implementation accumulates statistics via the memory system and
the RW buffer descriptor setup. We could use GDS, but since these
atomics aren't latency-sensitive, that basically just trades off
L2$ bandwidth vs. export bus bandwidth. One single memory transaction
per shader workgroup doesn't seem too bad. The result ring buffer in
memory is needed either way to avoid pipeline stalls.
The shader code contains the atomic unconditionally, though the
GFX10_GS_QUERY_BUF is a null buffer when no queries are active. The
atomic is simply discarded by the shader hardware in that case.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Yes, really. Note that non-format buffer loads are unaffected and work
just fine with unaligned pointers (as long as SH_MEM_CONFIG is setup
correctly, which amdgpu ensures).
Fixes e.g. KHR-GL45.vertex_attrib_64bit.vao
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Each gfx10 shader engine corresponds to two gfx9 shader engines, so scale
the number of offchip buffers accordingly.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
DCC alignment can be less than the alignment of the main surface. In that
case, the DCC tile swizzle needs to be masked accordingly. Should have no
impact on pre-gfx10.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
MSAA is only supported for 64KB_{R,Z}_X modes, so the micro tile
optimization that we use on gfx9 and earlier does not work.
Be very explicit about how the swizzle mode of the temporary surface is
selected.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
With NGG, the VGT_GS_OUT_PRIM_TYPE can change without a shader change.
The VS_STATE is required for both streamout and culling from a vertex
shader without pre-compiling outprim-specific variants.
We could consider compiling specialized variants in the future. We
could also consider compiling the NGG logic as an epilog.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
For pipelines without API GS. We will later expand this to cover NGG
geometry shaders as well.
Note that the vtx offset passed into the GS part is just the
vertex index multiplied by VGT_ESGS_RING_ITEMSIZE.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This does not support geometry shading yet. Also missing are streamout
and NGG-specific optimizations.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Also add the shader main part NGG variant, so that in principle
we can switch between legacy in NGG modes.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We always use NGG by default, except when tessellation is enabled with
extreme geometry shader amplification.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The introduction of GCR_CNTL makes cache flush handling on gfx10
sufficiently different that it makes sense to just use a separate
function.
Since emit_cache_flush is called quite early during context init,
we initialize the pointer explicitly in si_create_context.
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
VCN 2.0 uses direct register space where VCN 1.0 uses some indirect registers
Signed-off-by: Boyuan Zhang <boyuan.zhang@amd.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
From VCN2.0, the RBC have different views on the registers
Signed-off-by: Leo Liu <leo.liu@amd.com>
(v2: rebase -- Nicolai)
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This mainly removes and simplifies code that is no longer needed.
There were some issues with the DB->CB stencil copy on gfx10, so let's
just use a fragment shader blit for all ZS mappings. It's more reliable.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
This is for drivers that can't map depth and stencil and need to blit
them to a color texture for CPU access.
This also useful for drivers using separate depth and stencil.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
- merge all 3 functions (Z, S, ZS)
- don't write the color output
- read the value from texel.x, then write it to position.z or stencil.y
(don't use the value from texel.y or texel.z)
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
gl_SampleMaskIn is 1 when R_028BE0_PA_SC_AA_CONFIG is 0, so this commit rework the conditions
controlling this register.
Before it was set if the sctx->framebuffer had a sample count > 1.
Now we still require this condition, but we also need either:
- GL_MULTISAMPLE to be enabled
- to be executing an operation that doesn't depends on GL state using u_blitter.
This fixes the arb_sample_shading/sample_mask piglit tests on radeonsi.
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
If we're doing a Z -> Z MSAA blit (for example) we need to enable
msaa rasterization when drawing the quads so that we can properly
write the per-sample values.
This fixes a number of Piglit ext_framebuffer_multisample blit tests
such as ext_framebuffer_multisample/no-color 2 depth combined with
the VMware driver.
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
If we are discarding the whole resource, we don't care about previous contents,
and the resource storage is now unused, either because we have created new
resource storage, or because we have waited for the existing resource storage
to become unused, or because the transfer is unsynchronized.
In the last two cases this commit marks the storage as uninitialized, but only
if the resource is not host writable (in which case we can't clear the valid
range, since that would result in missed readbacks in future transfers).
In the first case, when the whole resource discard involves a reallocation, the
reallocation and subsequent rebinding already update the valid buffer range
appropriately.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
The rasterizer core supported ARB_viewport_array,
but the swr layer connecting core to Gallium state
tracker only allowed one viewport.
We add support for multiple viewports to swr layer.
Reviewed-by: Alok Hota <alok.hota@intel.com>
Basically same as external for now.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Only case we might need to handle differently in the near future
is Raven's case of displayable DCC which is not renderable. But
we don't support that yet.
Getting a DMA-buf fd and converting that to a handle using our duplicate
of that file descriptor (getting at which requires passing a
radeon_winsys pointer to the buffer_get_handle hook) makes sure of this,
since duplicated file descriptors reference the same file description
and therefore the same GEM handle namespace.
This is necessary because libdrm_amdgpu may use a different DRM file
descriptor with a separate handle namespace internally, e.g. because it
always reuses any existing amdgpu_device_handle for the same device.
amdgpu_bo_export returns a handle which is valid for that internal
file descriptor.
Bugzilla: https://bugs.freedesktop.org/110903
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
It extends pipe_screen / radeon_winsys and references amdgpu_winsys.
Multiple amdgpu_screen_winsys instances may reference the same
amdgpu_winsys instance, which corresponds to an amdgpu_device_handle.
The purpose of amdgpu_screen_winsys is to keep a duplicate of the DRM
file descriptor passed to amdgpu_winsys_create, which will be needed
in the next change.
v2:
* Add comment in amdgpu_winsys_unref explaining why it always returns
true (Marek Olšák)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Cleanup to prevent breakage with the next change, no functional change
intended in this one.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Do not use the view format when filling the surface state.
Fixes dEQP-VK.image.texel_view_compatible.compute.extended.texture.*
Fixes: fb1350c76f ("intel: Add and use helpers for level0 extent")
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
this can fail unexpectedly due to bugs, so it's good to provide feedback
when this occurs
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
From OpPtrAccessChain description in the SPIR-V spec (1.4 rev 1):
For objects in the Uniform, StorageBuffer, or PushConstant storage
classes, the element’s address or location is calculated using a
stride, which will be the Base-type’s Array Stride when the Base
type is decorated with ArrayStride. For all other objects, the
implementation will calculate the element’s address or location.
For non-CL shaders the driver should layout the Workgroup storage
class, so override any explicitly set ArrayStride in the shader. This
currently fixes only the lower_workgroup_access_to_offsets case, which
is used by anv.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
If they never get used, dead code should clean them up. Also, we rework
the at_offset and at_sample intrinsics so they return a proper vec2
instead of returning things in PLN layout. Fortunately, copy-prop is
pretty good at cleaning this up and it doesn't result in any actual
extra MOVs.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Instead of manually adding the BOs from the various SLAB pools plus
the one backing the color FB, we insert them in the BO set attached
to the job and let panfrost_drm_submit_job() pass all BOs from this set
to the SUBMIT ioctl.
This means we are now passing all referenced BOs and let the scheduler
wait on referenced BO fences if needed.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
There's no point duplicating the code, and it will help us simplify
the bo_handles[] filling logic in panfrost_drm_submit_job().
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
To avoid the panfrost_memory <-> panfrost_bo dance done in
panfrost_resource_create_bo() and panfrost_bo_unreference().
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
So we can re-use it for the panfrost_drm_create_bo() function we are
about to introduce.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Let's keep a clear split between ioctl wrappers and the rest of the
driver. All the import BO function need is a dmabuf FD and the screen
object, and the export one should only take care of generating a dmabuf
FD out of a BO object. Winsys handle manipulation should stay in the
resource.c file.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
That's what most (all?) implementation seem to do, and my understanding
is that a BO is just a bunch of memory that can be used for anything GPU
related, not only texture/FB resources.
Let's move those meta data in panfrost_resource so we can use
panfrost_bo for all kind of memory allocation and make BO allocation
more consistent.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
panfrost_drm_submit_job() and panfrost_fence_create() are not used
outside of pan_drm.c.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
bo->imported was never set to true which means this path was never taken.
Moreover, panfrost_drm_free_imported_bo() is doing missing the munmap()
call which seems wrong because the import BO function calls mmap().
Let's just kill this function along with the ->imported field.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Commit 5f81669d88 ("panfrost: Remove the panfrost_driver abstraction")
left a few things behind, remove them now.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Otherwise we get random use-after-{free,unmap} errors.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
---
Changes in v2:
- Move the panfrost_job_add_bo() call out of the loop
It's currently only enabled if dcc_slice_size is equal to
dcc_slice_fast_clear_size because the driver assumes that
portions of multiple layers are contiguous but it's not
always true.
Still not supported on GFX9.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This will help for clearing DCC arrays because we need to know
the subresource range.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Addrlib doesn't provide this info. Because DCC is linear, at least
on GFX8, it's easy to compute the size of one slice.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
There will unfortunately be circumstances where we cannot re-use a
virtual memory address until it's no longer active on the GPU. To
facilitate this, we instead move BOs to a "dead" list, and defer
closing them and returning their VMA until they are idle. We
periodically sweep these away in cleanup_bo_cache, which triggers
every time a new object's refcount hits zero.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Tested-by: Jordan Justen <jordan.l.justen@intel.com>
In the future, some images will need to be aligned to a larger value
than 4096. Most buffers, however, don't have any such requirement,
so for now we only add the parameter to iris_bo_alloc_tiled() and
leave the others with the simpler interface.
v2: Fix missing alignment in vma_alloc, caught by Caio!
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Tested-by: Jordan Justen <jordan.l.justen@intel.com>
Generally, we achieve this by skipping the flush on calls to
v3d_flush_jobs_writing_resource() when we detect that the resource is written
in the current job from a transform feedback write.
The exception to this is the case where the caller is about to map the
resource, in which case we need to flush immediately since we can only emit
'Wait for transform feedback' commands on rendering jobs. We add a parameter
to the function so the caller can identify that scenario.
Reviewed-by: Eric Anholt <eric@anholt.net>
The hardware can flush transform feedback writes before reads in the same
job by inserting this command.
This patch detects when the rendering state for the current draw call reads
resources that had been previously written by transform feedback in the
same job and inserts the 'Wait for transform feedback' command before
emitting the new draw.
v2 (Eric):
- this was intended to look at job->tf_write_prscs for TF jobs.
- clear job->tf_write_prscs after we emit the TF flush.
- can skip flushes for fragment shader reads from TF.
v3 (Eric):
- all resources in job->tf_write_prscs are resources written by TF so
we don't need to check if they are bound to PIPE_BIND_STREAM_OUTPUT.
- documented optimization opportunity for geometry stages.
Reviewed-by: Eric Anholt <eric@anholt.net>
The hardware provides a feature to sync reads from previous transform feedback
writes in the same job so if we use this mechanism we no longer have to flush
the job.
In order to identify this scenario we need a mechanism to identify resources
that are written by transform feedback.
v2: use _mesa_pointer_set_create (Eric)
Reviewed-by: Eric Anholt <eric@anholt.net>
the dri image format here should match the fourcc format
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
the formats handled in the switch statement will always return an
unknown mesa format, so process them directly and leave the default
case for other/unknown formats
no functional changes
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
If our resource_copy_region size is a small number of DWords, then
instead of firing up BLORP, we can simply use MI_COPY_MEM_MEM (after
a CS stall). We also try and select the optimal batch.
Improves performance in Shadow of Mordor on Low settings at 1920x1080
on Skylake GT4e by 0.689096% +/- 0.473968% (n=4). It tries to copy
4 bytes of data to a buffer which was most recently used as a writable
compute shader SSBO. Previously we were switching from compute to the
render pipeline, then firing up all of blorp_buffer_copy...for 4 bytes.
I arbitrarily decided to support 4/8/12/16 bytes. Jason thinks this
is about the right threshold where it's cheaper to use MI_COPY_MEM_MEM.
We can greatly simplify our builds by just hardcoding GLvector4f and
GLmatrix's layouts.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Most of these haven't been used since the conversion from checked-in
matypes to generation. By cutting down the generated contents, this
should clarify why the file is generated: we need
architecture-specific offsets to the V4F fields in the asm that uses
it.
v2: Keep matrix offsets to prevent x86 build breakage..
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Currently only 7 formats are supported, but we don't want the 16 limit
(it's an `unsigned`) to hit us by surprise :]
Let's use bitset.h's BITSET magic to allow us to have any number of
formats, with a static assert to make sure we don't forget to update it.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
v2: 1) Drop changes for vec4 backend as on Gen11+ we don't support
align16 mode (Matt Turner)
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
We implement GLES3.0 instanced rendering with full support for instanced
arrays (via instance divisors). To do so, we use the new invocation
helpers to invoke a triplet of (1, vertex_count, instance_count), rather
than simply (1, vertex_count, 1). We rewrite the attribute handling code
into a new pan_instancing.c file which handles both the simple LINEAR
case for non-instanced as well as each of the new instancing cases:
MODULO (for per-vertex attributes), POT and NPOT divisors.
As a side effect, we rework how vertex buffers are handled, duplicating
them to be 1:1 with vertex descriptors to simplify instancing code paths
dramatically. This might be a performance regression, but this remains
to be seen; if so, we can always deduplicate later with some added logic
in pan_instancing.c
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than open-coding workgroups_shift_* type fields, we include a
general routine for packing the vertex/tiler/compute descriptor based on
the provided dispatch parameters.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than using a magic lookup table with no explanations, let's add
liberal comments to the code to explain what this tiling scheme is and
how to encode/decode it efficiently.
It's not so mysterious after all -- just reordering bits with some XORs
thrown in.
v2: Correct copyright identifier. Fix spelling error. Switch space_4 to
a LUT. Fix comment typo. Use LUT instead of space_x tricks. Fallback on
generic rather than split up unaligned writes.
v3: Correct stride order (fixes crash loading). Correct coordinate
system mishap.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Tested-by: Andreas Baierl <ichgeh@imkreisrum.de>
Fixes link failure since clang r364424 "[clang/DIVar] Emit the flag for
params that have unmodified value", clangCodeGen depends on
clangASTMatchers now.
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
When using ARB_gl_spirv, the block names are optional and the uniform
blocks are referred using Bindings instead. Teach
gl_nir_lower_buffers to handle those.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Among other things, it supports arrays of arrays of UBO/SSBO (default
codepath doesn't).
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
v2: nir_address_format_vk_index_offset got renamed to
nir_address_format_32bit_index_offset (after rebase against master)
v3: the ptr_type fields in spirv_to_nir_options got changed to be of
type nir_address_format.
v4: remove phys_ssbo_addr_format and push_const_addr_format as they are
not used by glspirv
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
When using a SPIR-V shader. Note that needs to be done before linking
uniforms, so when creating the uniform storage entries, block_index
could be filled properly (among other things).
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The function had a mix of true/GL_TRUE and false/GL_FALSE
returns. Using GL_TRUE/GL_FALSE as the function returns a GLboolean.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Until now, we were using the uniform explicit location to check if the
current nir variable was already processed while adding entries on the
uniform storage. But for UBOs/SSBOs, entries are added too but we lack
a explicit location.
For those we need to rely on the UBO/SSBO binding and the unifor
storage block_index. In that case several uniforms would need to be
updated at once.
v2: (from Timothy review)
* Improve wording and fix typos of some long comments.
* Rename update_uniform_storage for mark_stage_as_active
v3: (from cmarcelo review)
* Fixed some comment typos
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Specifically, offset, stride (coming from arrays or matrices) and
row_major.
On GLSL, most of that info is computed using the layout qualifier, but
on ARB_gl_spirv they are explicit, and for Mesa, included on the
glsl_type.
From ARB_gl_spirv spec:
"Mapping of layouts
std140/std430 -> explicit *Offset*, *ArrayStride*, and
*MatrixStride* Decoration on struct members""
"7.6.2.spv SPIR-V Uniform Offsets and Strides
The SPIR-V decorations *GLSLShared* or *GLSLPacked* must not be
used. A variable in the *Uniform* Storage Class decorated as a
*Block* must be explicitly laid out using the *Offset*,
*ArrayStride*, and *MatrixStride* decorations"
For offset we needed to include the parent and index_in_parent while
processing the type, as the offset is maintained on glsl_struct_field
of the parent type, not on the type itself.
v2: Fix the default values for MATRIX_STRIDE, ARRAY_STRIDE and
ROW_MAJOR when the variable is not backed by a buffer object
(Antia Puentes).
v3: Update after Jason series "SPIR-V: Use NIR deref instructions for
UBO/SSBO access" that included just one explicit stride, instead
of a previous patch we wrote that had matrix_stride and
array_stride (Alejandro)
Signed-off-by: Antia Puentes <apuentes@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
For this interfaces, the inner members are added only once as uniforms
or resources, in opposite to other cases, like a uniform array of
structs.
For those guessing why a issue (16) from ARB_program_interface_query
was used, instead of a quote of the core spec: The core spec is not
really clear about how members of arrays of blocks should be
enumerated.
On GLSL this was also problematic, specially when we were trying to
pass the 4.5 CTS tests. See commit "glsl: Fix program interface
queries relating to interface blocks"
(4c4d9e4f03), as a reference. That one
also needed to rely on issue (16) to justify the change, pointing that
the core spec needs to be clarified.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Adding the ability to link uniform blocks and shader storage blocks
using NIR, intended for ARB_gl_spirv support. Among other things, this
linking needs to take into account that everything should work without
names, as they could be not present, while the GLSL IR uniform block
linking was wrote with the names on its core.
The other major difference compared with the GLSL IR linker is that we
don't deal with layouts. There are no references to std140, std430,
etc. Layouts are expressed through explicit offset, array stride and
matrix stride. That simplifies how the buffer size are computed. But
also means that we couldn't use the existing methods at glsl_types, so
we needed to implement new methods.
It is worth to note that this linking do a iteration over the
glsl_types, similarly to what the linking uniforms do. A possible
future improvement would be refactor both cases to try to share more
code that it sharing right now. On GLSL IR there are a class visitor,
specialized on each case, for that sharing. As adding a class visitor
on C would more complicated, for now we are just iterating on both.
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com>
Signed-off-by: Antia Puentes <apuentes@igalia.com>
v2: (from Timothy review)
* Fix variable name convention
* Stop to use _function_name convention
* Don't use // for comments
* "nir/linker: Keep track of the stages referencing an UBO/SSBO"
squashed with this patch
v3: (from Caio review)
* Don't delete the linked shader on failure
* Use rzalloc_array to avoid some explicit initializations
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Helper used to know when a glsl_type is a leaf when iteraring through
a complex type. Note that GLSL IR linking also uses the concept of
leaf while doing the same iteration, although in that case it uses a
visitor. See link_uniform_blocks, process_array_leaf and others as
reference.
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Antia Puentes <apuentes@igalia.com>
v2:
* Moved from gl_nir_linker to nir_types, so it could be used on nir
xfb gathering (Timothy Arceri)
* Minor update after Timothy's series about record to struct
renaming landed master.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
While using SPIR-V shaders (ARB_gl_spirv), layout data is not implicit
to a specific value (std140, std430, etc) but explicitly included on
the type (explicit values for offset, stride and row_major).
So this method is equivalent to the existing std140_size and
std430_size, but using such explicit values.
Note that the value returned by this method is only valid if such data
is set, so when dealing with SPIR-V shaders.
v2: (all changes suggested by Jason Ekstrand)
* Iterate through all struct members, instead of assume that fields
are ordered by offset
* Use else if
* Take into account the case that explicit_stride > elem_size, to
fine graine the final size on arrays and matrices
* Handle different bit-sizes in general, not just 32 and 64.
v3: (change suggested by Caio Marcelo de Oliveira Filho)
* fix up explicit_size() to consider interface types
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Antia Puentes <apuentes@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Note that the nir_types glsl_get_bit_size is not a wrapper of this
one, because for bools at the nir level, we want to return size 1, but
at the glsl_types we want to return 32.
v2: reuse the new method in order to simplify is_16bit and is_32bit
helpers (Timothy)
v3: add a comment clarifying the difference between
glsl_base_type_bit_size and glsl_get_bit_size.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Equivalent to the already existing ir_variable is_in_buffer_block and
is_in_shader_storage_block, adding the uniform buffer object one. I'm
using the short forms (ssbo, ubo) to avoid having method names too
long.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The data for some nir variables is only filled up for some specific
modes. We need now too for UBO/SSBO, as such info would be used when
linking for OpenGL (ARB_gl_spirv).
There is an existing comment just before that code (starts with XXX)
that points that binding still needs to be filled up for uniform
variables at that point, and that should be fixed, although it doesn't
specify why that's a problem or what would be the alternative. For now
doing the same for UBO/SSBO, and will hope that the future fixing is
done for all of them.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Providing nir variables for UBO/SSBO it is not required for Vulkan,
but it is needed for OpenGL (ARB_gl_spirv), like for example, to
gather info from the UBO/SSBO while linking.
In opposite with most cases where the nir variables is created, here
the type assigned is the full type (not just the bare type). This is
needed because while linking using the nir shader we need the explicit
layout info (explicit stride, explicit offset, row_major, etc).
Also, we need to assign an interface type, used also on the OpenGL
linker if it is a UBO/SSBO. See ir_variable::is_in_buffer_block as
example.
v2: assign interface_type to be the variable type, not need to be
arrayness (Timothy)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Not all drivers support TGSI_OPCODE_DIV, so we should have a cap to be able
to check this.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Optimize the shader a bit by emitting MAD with the inverse size values
instead of DIV+ADD.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This fixes BGR565 blit: currently BGRA444 is used for the blit, but with
swizzles from the original BGR565 format, so the 4 alpha bits are set to 1.
We can't just use the swizzle from the 'compatible' format, since there are
cases where BGR<->RGB swap needs to happen.
We can avoid all this trouble by using the original formats and only
falling back to the 'compatible' format when we need to.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
For fast clear to happen, all bits must be cleared.
This allows using fast clear for 24bpp depth without stencil.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Not a hot path obviously, but the table still has 425 extensions, which
you can go through in just 9 steps with a binary search.
The table is already sorted, as required by other parts of the code and
enforced by mesa's `main-test`.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Changelog in Android makefile:
- Add LOCAL_MODULE_CLASS, intermediates and LOCAL_GENERATED_SOURCES
- Use LOCAL_EXPORT_C_INCLUDE_DIRS to export $(intermediates) path
- Move generated header rules before 'include $(BUILD_STATIC_LIBRARY)'
Fixes the following building error:
In file included from external/mesa/src/gallium/targets/dri/target.c:1:
external/mesa/src/gallium/auxiliary/target-helpers/drm_helper.h:257:16:
fatal error: 'virgl/virgl_driinfo.h' file not found
#include "virgl/virgl_driinfo.h"
^~~~~~~~~~~~~~~~~~~~~~~
1 error generated.
Fixes: cf800998a ("virgl: Add driinfo file and tie it into the build")
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Review-by: Chih-Wei Huang <cwhuang@linux.org.tw>
The simulator complains about using byte operands, we also have
documentation telling us.
Note that add operations on bytes seems to work fine on HW (like ADD).
Using dwords operands with CMP & SEL fixes the following tests :
dEQP-VK.spirv_assembly.type.vec*.i8.*
v2: Drop the GLK changes (Matt)
Add validator tests (Matt)
v3: Drop GLK ref (Matt)
Don't mix float/integer in MAD (Matt)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com> (v1)
Reviewed-by: Matt Turner <mattst88@gmail.com>
BSpec: 3017
Cc: <mesa-stable@lists.freedesktop.org>
No shader-db change on any Intel platform. No shader-db run-time
difference on a certain 36-core / 72-thread system at 95% confidence
(n=20).
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
There is no reason to mark the fmul in the expression
('fmul', ('fadd', a, b), ('fadd', a, b))
as commutative. If a source of an instruction doesn't match one of the
('fadd', a, b) patterns, it won't match the other either.
This change is enough to make this pattern work:
('~fadd@32', ('fmul', ('fadd', 1.0, ('fneg', a)),
('fadd', 1.0, ('fneg', a))),
('fmul', ('flrp', a, 1.0, a), b))
This pattern has 5 commutative expressions (versus a limit of 4), but
the first fmul does not need to be commutative.
No shader-db change on any Intel platform. No shader-db run-time
difference on a certain 36-core / 72-thread system at 95% confidence
(n=20).
There are more subpatterns that could be marked as non-commutative, but
detecting these is more challenging. For example, this fadd:
('fadd', ('fmul', a, b), ('fmul', a, c))
The first fadd:
('fmul', ('fadd', a, b), ('fadd', a, b))
And this fadd:
('flt', ('fadd', a, b), 0.0)
This last case may be easier to detect. If all sources are variables
and they are the only instances of those variables, then the pattern can
be marked as non-commutative. It's probably not worth the effort now,
but if we end up with some patterns that bump up on the limit again, it
may be worth revisiting.
v2: Update the comment about the explicit "len(self.sources)" check to
be more clear about why it is necessary. Requested by Connor. Many
Python fixes style / idom fixes suggested by Dylan. Add missing (!!!)
opcode check in Expression::__eq__ method. This bug is the reason the
expected number of commutative expressions in the bitfield_reverse
pattern changed from 61 to 45 in the first version of this patch.
v3: Use all() in Expression::__eq__ method. Suggested by Connor.
Revert away from using __eq__ overloads. The "equality" implementation
of Constant and Variable needed for commutativity pruning is weaker than
the one needed for propagating and validating bit sizes. Using actual
equality caused the pruning to fail for my ('fmul', ('fadd', 1, a),
('fadd', 1, a)) case. I changed the name to "equivalent" rather than
the previous "same_as" to further differentiate it from __eq__.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Search patterns that are expected to have too many (e.g., the giant
bitfield_reverse pattern) can be added to a white list.
This would have saved me a few hours debugging. :(
v2: Implement the expected-failure annotation as a property of the
search-replace pattern instead of as a property of the whole list of
patterns. Suggested by Connor.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
The bfi/bfm behavior change replaced the bfi/bfm usage in
lower_bitfield_insert_to_shifts with actual shifts like the name says,
but it failed to handle the offset=0, bits==32 case in the new
lowering.
v2: Use 31 < bits instead of bits == 32, to get the 31 < (iand bits,
31) -> false optimization.
Fixes regressions in dEQP-GLES31.*bitfield_insert* on freedreno.
Fixes: 165b7f3a44 ("nir: define behavior of nir_op_bfm and nir_op_u/ibfe according to SM5 spec.")
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
This reverts commit 5157a42765.
There is a meson bug that causes llvm to always be statically linked,
which is obviously not what we want. I haven't had time to look into it
yet, but for now let's just revert it.
Turns out one of the magic bits in the texture instruction meant
'float'. Different magic bits mean int and uint then :)
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We missed the workaround for compute workloads in earlier patches.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
SLICE_COMMON_CHICKEN3 is a privileged register not accesible from userspace.
This patch silences a simulator warning about it.
We don't need to add this workaround in linux kernel as the WA description
says it's fixed on latest stepping.
This reverts commit 9c421d6b47.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
SLICE_COMMON_CHICKEN3 is a privileged register not accesible from userspace.
This patch silences a simulator warning about it.
We don't need to add this workaround in linux kernel as the WA description
says it's fixed on latest stepping.
This reverts commit 2be60e0c73.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
SLICE_COMMON_CHICKEN3 is a privileged register not accesible from userspace.
This patch silences a simulator warning about it.
We don't need to add this workaround in linux kernel as the WA description
says it's fixed on latest stepping.
This reverts commit 85ecd14ef6.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
An earlier change was setting the SamplerCount = 0 for Gen 11
under #if GEN_GEN < 7. This commit fixes the problem.
This WA has also been added to the linux kernel.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
In case we need to insert a dummy bary.f for the (ei) flag, it also
needs (ss) so we don't release varying storage to the next VS wave
before the ldlv completed. Fixes random failures in:
dEQP-GLES3.functional.transform_feedback.random.interleaved.lines.*
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Fixes:
dEQP-GLES2.functional.fbo.render.recreate_colorbuffer.rebind_rbo_rgba4
dEQP-GLES2.functional.fbo.render.recreate_colorbuffer.no_rebind_rbo_rgba4
dEQP-GLES2.functional.fbo.render.recreate_colorbuffer.no_rebind_rbo_rgba4_stencil_index8
dEQP-GLES2.functional.fbo.render.recreate_depthbuffer.rebind_rbo_rgba4_depth_component16
dEQP-GLES2.functional.fbo.render.recreate_depthbuffer.no_rebind_rbo_rgba4_depth_component16
dEQP-GLES2.functional.fbo.render.recreate_stencilbuffer.rebind_rbo_rgba4_stencil_index8
dEQP-GLES2.functional.fbo.render.recreate_stencilbuffer.no_rebind_rbo_rgba4_stencil_index8
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Previously, on systems where multiple versions of Python 3 (e.g. 3.6 and 3.7)
are installed, wrong version of Python 3 could have been used.
The proper fix requires availability of path() method in Meson's python
module, which has been added in Meson 0.50:
https://github.com/mesonbuild/meson/pull/4616
Distro Bug: https://bugs.gentoo.org/671308
Signed-off-by: Arfrever Frehtes Taifersar Arahesis <Arfrever@Apache.Org>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
v2: - Add missing `endif` keyword (Dylan)
Splits texture lookup and binding actions.
The new _mesa_lookup_or_create_texture will be useful to implement the EXT_direct_state_access extension.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
The EXT_direct_state_access spec says:
INVALID_OPERATION is generated by GetNamedBufferParameterivEXT,
GetNamedBufferPointervEXT, GetNamedBufferSubDataEXT,
MapNamedBufferEXT, NamedBufferDataEXT, NamedBufferSubDataEXT, and
UnmapNamedBufferEXT if the buffer parameter is zero.
This commits adds buffer != 0 validation to the implemented functions.
glNamedBufferStorageEXT isn't included in this list and the EXT_buffer_storage
doesn't says that buffer = 0 is an error either so I didn't add the same
validation for this function.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Since the ARB DSA function glUnmapNamedBuffer() is only exposed
for 3.1 or above we make glUnmapNamedBuffer() an alias of
glUnmapNamedBufferEXT() rather than the other way around.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
This is available in ARB_buffer_storage when
EXT_direct_state_access is present.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
When a context is destroyed the destroy_tex_sampler_cb makes sure that all the
sampler views created by that context are destroyed.
This is done by walking the ctx->Shared->TexObjects hash table.
In a multiple context environment the texture can be deleted by a different context,
so it will be removed from the TexObjects table and will prevent the above mechanism
to work.
This can result in an assertion in st_save_zombie_sampler_view because the
sampler_view owns a reference to a destroyed context.
This issue occurs in blender 2.80.
This commit fixes this by explicitly releasing sampler_view created by the destroyed
context for all texture attachments.
Fixes: 593e36f956 (st/mesa: implement "zombie" sampler views (v2))
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110944
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
We pipe_resource_reference when handling transfers in map, we need to
do a corresponding unreference in unmap.
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
dbb4457d98 started using drmDevicesEqual(), which was
introduced in libdrm 2.4.81
We could either copy the function locally, or bump the required version.
Since the function is non-trivial and 2.4.81 is old enough already,
I suggesting the latter.
Fixes: dbb4457d98 ("egl: add EGL_EXT_device_drm support")
Cc: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Currently libdrm_amdgpu provides a typedef of the various handles. While
the goal was to make those opaque, it effectively became part of the API
To the best of my knowledge there are two ways to have opaque handles:
- "typedef void *foo;" - rather messy IMHO
- "stuct foo;" and use "struct foo *" through the API
In our case amdgpu_device_handle is used only internally, plus
respective code is not used or applicable for r300 and r600. Hence we
copied the typedef.
Seemingly this will be a problem since libdrm_amdgpu wants to change the
API, while not updating the code(?).
Either way, we can safely s/amdgpU_device_handle/void */ and carry on.
Cc: Michel Dänzer <michel@daenzer.net>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak at amd.com>
Rendering to AFBC was broken, as the HW will complaint loudly if we pass
a tagged pointer in bifrost_render_target.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Fixes: 3609b50a64 ("panfrost: Merge AFBC slab with BO backing")
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
At the moment we don't have enough people to ensure that RK3288 is
regression-free, so don't fail the CI in that case.
For now we'll focus on not regressing on RK3399 and we can expand to
other SoCs as more people join the effort.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Suggested-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We were failing to pipe_resource_unreference on the failure path due
to a non-renderable format. Instead of fixing this, just move the
checks earlier, before we even bother with refcounting or calloc.
These two extensions are supported on GFX8 but the throughput
of 16-bit floats/integers is same as 32-bit. Also, shaderInt16
is only enabled on GFX9+ for the same reason, be more consistent.
This fixes a crash with Wolfenstein II because it expects
shaderInt16 to be enabled when VK_AMD_gpu_shader_half_float is
exposed. Note that AMDVLK only enables these extensions on GFX9+.
Cc: 19.1 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Staging buffers are now created directly by the virgl_staging_mgr. We
don't need to support creating staging pipe_resources.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Use an instance of virgl_staging_mgr instead of u_upload_mgr to handle
the staging buffer. This removes the need to track the availability
of the staging manager, since virgl_staging_mgr can handle concurrent
active allocations.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Add a manager for the staging buffer used in virgl. The staging manager
is heavily inspired by u_upload_mgr, but is simpler and is a better fit
for virgl's purposes. In particular, the staging manager:
* Allows concurrent staging allocations.
* Calls the virgl winsys directly to create and map resources, avoiding
unnecessarily going through gallium resources and transfers.
olv: make virgl_staging_alloc_buffer return a bool
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Store the virgl_hw_res instead of the pipe_resource for copy transfer
sources. This prepares the codebase for a change to provide only the
virgl_hw_res for the staging buffers in upcoming commits.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
We were failing to unreference the old image resource. Instead of open
coding this and doing it badly, just use the copier function which does
the right thing.
A while back, we added a new field, but failed to update the copier.
I believe iris is the only current user of the new field, and it hasn't
used the copier, so noone noticed.
Fixes: 8b626a22b2 st/mesa: Record shader access qualifiers for images
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Otherwise they are classified as pipe_martian_resource, and don't
contain any helpful information about the texture.
Reviewed-by: Eric Anholt <eric@anholt.net>
Aligning phys_level0_sa by the compression block dimension prior to
mipmap layout causes the layout of compressed surfaces to differ from
the sampler's expectations in certain cases. The hardware docs agree:
From the BDW PRM, Vol. 5, Compressed Mipmap Layout,
The compressed mipmaps are stored in a similar fashion to
uncompressed mipmaps [...]
The following exceptions apply to the layout of compressed (vs.
uncompressed) mipmaps:
* [...]
* The dimensions of the mip maps are first determined by applying
the sizing algorithm presented in Non-Power-of-Two Mipmaps
above. Then, if necessary, they are padded out to compression
block boundaries.
The last bullet indicates that alignment should not be done for
calculating a miplevel's dimensions, but rather for determining miplevel
placement/padding. Comply with this text by removing the extra
alignment.
Fixes some fbo-generatemipmap-formats piglit failures on all tested
platforms (SNB-KBL).
v2:
- Note fixed platforms.
- Update some consumers via a helper function.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Prepare for a bug fix by adding and using helpers which convert
isl_surf::logical_level0_px and isl_surf::phys_level0_sa to units of
surface elements.
v2:
- Update iris (Ken).
- Update anv.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Clang (like LLVM), very annoyingly refuses to provide pkg-config, and
only provides cmake (unlike LLVM which at least provides llvm-config,
even if llvm-config is terrible). Meson has gained the ability to use
cmake to find dependencies, and can successfully find Clang. This change
attempts to use cmake to find clang instead of a bunch of library
searches, when paired with -Dcmake_prefix_path we can much more reliably
use cmake to control which clang we're getting. This is only enabled for
meson >= 0.51, which adds the required options.
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Meson has support for using cmake as a finder for some dependencies,
including LLVM. Using cmake has a lot of advantages: it needs less meson
maintenance to keep working (even for llvm updates); it works more
sanely for cross compiles (as llvm-config is a compiled binary not a
shell script). Meson 0.51.0 also has a new generic variable getter that
can be used to get information from either cmake, pkg-config, or
config-tools dependencies, which is needed for cmake. We continue to
support using llvm-config if you don't have cmake installed, or if cmake
cannot find a suitable version.
Fixes: 0d59459432
("meson: Force the use of config-tool for llvm")
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
This rewrites the ddy in EXECUTE_4 mode with a loop to make it more
obvious what is going on and also sets the group each of the 4 threads
in the groups are supposed to execute.
Fixes the following CTS tests :
dEQP-VK.glsl.derivate.dfdyfine.dynamic_*
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Co-Authored-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Fixes: 2134ea3800 ("intel/compiler/fs: Implement ddy without using align16 for Gen11+")
s/otions/options/, and while here let's give the full path to xmlpool.h
since `../` won't be true in the generated file.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Today, we stream the compute shader thread IDs simply because they're
(annoyingly) relative to dynamic state base address. We could upload
them once at compile time, but we'd need a separate non-streaming
uploader for IRIS_MEMZONE_DYNAMIC, and I'm not sure it's worth it.
stream_state pins the buffer for use in the current batch, but also
returns a reference to the pipe_resource. We dropped this reference
on the floor, leaking a reference basically every time we dispatched
a compute shader after switching to a new one.
The reason it returns a reference is so that we can hold on to it and
re-pin it in iris_restore_compute_saved_bos, which we were also failing
to do. So if we actually filled up a batch with repeated dispatches to
the same compute shader, and flushed, then continued dispatching, we
would fail to pin it and likely GPU hang.
We were unconditionally uploading the new data, but then conditionally
using it with MEDIA_CURBE_LOAD. If we're not going to emit the command,
there's no point in uploading the data.
We only use push the compute shader thread IDs, not any actual constant
buffer data. So we should track the compute shader variant changing,
not constbuf changes.
MEDIA_INTERFACE_DESCRIPTOR's Interface Descriptor Data Start Address
field's docs say: "This bit specifies the 64-byte aligned address..."
And we were doing 32. Superfluous thread ID uploading was apparently
saving us from GPU hangs in most cases.
When the fault_pointer field in the header is set, we can get some idea
of which descriptor the HW isn't happy with if we know their addresses.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The only exception is the GS copy shader which emits them
unconditionally.
Totals from affected shaders:
SGPRS: 71320 -> 71008 (-0.44 %)
VGPRS: 54372 -> 54240 (-0.24 %)
Code Size: 2952628 -> 2941368 (-0.38 %) bytes
Max Waves: 9689 -> 9723 (0.35 %)
This helps Dota2, Doom, GTAV and Hitman 2.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This doesn't fix anything known, but it's likely going to
break if layerCount is ~0U.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This patch changes the code which sets EmitNoIndirectSampler to check
the core profile GLSL version, rather than the ARB_gpu_shader5 extension
enable. st/mesa exposes ARB_gpu_shader5 if GLSLVersion (in core
profiles) or GLSLVersionCompat (in compat profiles) >= 400.
The Intel drivers do not currently expose ARB_gpu_shader5 in compat
profiles. But the backend can absolutely handle indirect samplers.
Looking at the core profile version number should be a good indication
of what the driver supports.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The helpers are needed so we can use the syntax `instr(cond)` in the
algebraic rules. Add simple rule for dropping a pair of mul-div of
the same value when wrapping is guaranteed to not happen.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
When handling the specified ALU operations, check for the decorations
and set nir_alu_instr no_signed_wrap and no_unsigned_wrap flags accordingly.
v2: Add a glsl_base_type_is_unsigned_integer() helper. (Karol)
v3: Rename helper to glsl_base_type_is_uint().
v4: Use two flags, so we don't need the helper anymore. (Connor)
v5: Pass alu directly to handle function. (Jason)
Reviewed-by: Karol Herbst <kherbst@redhat.com> [v3]
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
They indicate the operation does not cause overflow or underflow.
This is motivated by SPIR-V decorations NoSignedWrap and
NoUnsignedWrap.
Change the storage of `exact` to be a single bit, so they pack
together.
v2: Handle no_wrap in nir_instr_set. (Karol)
v3: Use two separate flags, since the NIR SSA values and certain
instructions are typeless, so just no_wrap would be insufficient
to know which one was referred to. (Connor)
v4: Don't use nir_instr_set to propagate the flags, unlike `exact`,
consider the instructions different if the flags have different
values. Fix hashing/comparing. (Jason)
Reviewed-by: Karol Herbst <kherbst@redhat.com> [v1]
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
There doesn't seem to be any reason to keep these opcodes around:
* fnot/fxor are not used at all.
* fand/for are only used in lower_alu_to_scalar, but easily replaced
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
We can vectorize instructions with different constant sources by creating
a new load_const and using that.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In Midgard, a bundle consists of a few ALU instructions. Within the
bundle, there is room for an optional 128-bit constant; this constant is
shared across all instructions in the bundle.
Unfortunately, many instructions want a 128-bit constant all to
themselves (how selfish!). If we run out of space for constants in a
bundle, the bundle has to be broken up, incurring a performance and
space penalty.
As an optimization, the scheduler now analyzes the constants coming in
per-instruction and attempts to merge shared components, adjusting the
swizzle accessing the bundle's constants appropriately. Concretely,
given the GLSL:
(a * vec4(1.5, 0.5, 0.5, 1.0)) + vec4(1.0, 2.3, 2.3, 0.5)
instead of compiling to the naive two bundles:
vmul.fmul [temp], [a], r26
fconstants 1.5, 0.5, 0.5, 1.0
vadd.fadd [out], [temp], r26
fconstants 1.0, 2.3, 2.3, 0.5
The scheduler can now fuse into a single (pipelined!) bundle:
vmul.fmul [temp], [a], r26.xyyz
vadd.fadd [out], [temp], r26.zwwy
fconstants 1.5, 0.5, 1.0, 2.3
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In the past, each query object had their own BO. Checking if the batch
referenced that BO was an easy way to check if commands were still
queued to compute the query value. If so, we needed to flush.
More recently (c24a574e6c), we started using an u_upload_mgr for query
objects, placing multiple queries in the same BO. One side-effect is
that iris_batch_references is a no longer a reasonable way to check if
commands are still queued for our query. Ours might be done, but a
later query that happens to be in the same BO might be queued. We don't
want to flush in that case.
Instead, check if the current batch's signalling syncpt is the one we
referenced when ending the query. We know the syncpt can't have been
reused because our query is holding a reference, so a simple pointer
comparison should suffice.
Removes all batch flushing caused by query objects in Shadow of Mordor.
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
This returns a pointer to the signalling syncpt, without incrementing
the reference count. This can be useful for comparisons.
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
This support requires the driver to be a NIR driver as we use the
NIR lowering pass to do the clamping.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
A ton of tests were fixed by this series. A few were incorrectly passing
before (QualityError, for instance) and now are explicitly failing. A
few legitimate regressions but overwhelmingly positive.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
u_blitter gets "special treatment" and uses this mechanism to cast
cube maps to 2D textures in order to texelFetch them.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In a vertex shader, a tex op should map to txl, as there *must* be a LOD
given to the hardware (implicitly or explicitly).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Identify the seamless cubemap bit and passthrough the Gallium state
rather than setting unconditionally.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This is similar to the AFBC merge; now all (non-imported) buffers use a
common backing buffer. Reenables checksumming, eliminating a performance
regression.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
I thought I already fixed this. Maybe that was a dream...? Then again, I
might be dreaming now.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The main ctx->blitter instance should be reserved for blits originated
from Gallium (like mipmap generation). Since wallpapering is
conceptually different -- wallpaper blits can be triggered by Gallium
blits -- the blitter pipes must be separate to avoid potential u_blitter
recursion.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than tracking AFBC memory "specially", just use the same codepath
as linear and tiled. Less things to mess up, I figure. This allows us to
use the standard setup_slices() call with AFBC resources, allowing
mipmapped AFBC resources.
Unfortunately, we do have to disable AFBC (and checksumming) in the
meantime to avoid functional regressions, as we don't know _a priori_ if
we'll need to access a resource from software (which is not yet hooked
up with AFBC) and we don't yet have routines to switch the layout of a
BO at runtime.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
As far as we know, Utgard-style tiling only works for color render
targets, not depth/stencil, so ensure we don't try to tile it (rather
than compress or plain old linear) and drive ourselves into a corner.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Now the autogeneration of mipmaps is working (via u_blitter), we can
finally enable mipmaps!
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Now that all the prerequisites breaking u_blitter are fixed, we can
finally hook up panfrost_blit.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
txf instructions can result from blits, so handle them rather than
crash. Only works for 2D textures (not even 2D array texture) due to a
register allocation constraint that may not be sorted for a while.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We need the flush from u_blitter for a normal blit (e.g. for mipmaps);
it's only wallpaper-related blits that are special-cased.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
To avoid interference with the wallpaper code, we need to do some state
tracking when generating mipmaps. In particular, we need to mark the
generated layers as invalid before generating the mipmap, so we don't
try to backblit them if they already had content.
Likewise, we need to flush both before and after generating a mipmap
since our usual set_framebuffer_state flushing isn't quite there yet.
Ideally better optimizations would save the flush but I digress.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
If a mipfilter is not set, it's legal to have an incomplete mipmap; we
should handle this accordingly. An "easy way out" is to rig the LOD
clamps.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Sampler state prefetching is broken on Gen11, and WA_160668216 says
to disable it. Apparently sampler state prefetching also has basically
zero impact on performance, so we don't need to worry there.
i965, anv, and iris already handle this correctly, but we missed BLORP.
Ideally the kernel should globally disable this by writing SARCHKMD, at
which point we wouldn't have to worry about it. But let's be defensive
and handle it ourselves too.
v2: separate out from BTP workaround in case we change that eventually
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com> [v1]
When immutable samplers are set we call write_image_view with a NULL
image view. This causes issues on IVB where we have to fake texture
swizzling.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110999
Fixes: d2aa65eb18 "anv: Emulate texture swizzle in the shader when..."
This reduces the size of fill operations needed to clear CMASK
for layered color textures.
GFX9 unsupported for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This reduces the size of fill operations needed to clear FMASK
for layered color textures.
GFX9 unsupported for now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
In case of any enabled VS members from: uses_firstvertex,
uses_baseinstance, uses_drawid, uses_is_indexed_draw
leaks may happens.
Call gen6_upload_push_constants allocates
stage_stat->push_const_bo. It than takes pointer from
push_const_bo to draw_params_bo (in the call
brw_prepare_shader_draw_parameters by brw_upload_data)
and do reference which finally haven't got unreferenced.
Fixes leak:
136 bytes in 1 blocks are definitely lost in loss record 6 of 13
at 0x4C31B25: calloc (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
by 0xC2B64B7: bo_alloc_internal (brw_bufmgr.c:596)
by 0xC2B6748: brw_bo_alloc (brw_bufmgr.c:672)
by 0xC314BB3: brw_upload_space (intel_upload.c:88)
by 0xC2EBBC5: gen6_upload_push_constants (gen6_constant_state.c:155)
by 0xC9E4FA6: gen9_upload_vs_push_constants (genX_state_upload.c:3300)
by 0xC2E0EDA: check_and_emit_atom (brw_state_upload.c:540)
by 0xC2E0EDA: brw_upload_pipeline_state (brw_state_upload.c:659)
by 0xC2E0FF1: brw_upload_render_state (brw_state_upload.c:681)
by 0xC2C5D2D: brw_draw_single_prim (brw_draw.c:1052)
by 0xC2C62CB: brw_draw_prims (brw_draw.c:1175)
by 0xC488AD1: vbo_exec_vtx_flush (vbo_exec_draw.c:386)
by 0xC485270: vbo_exec_FlushVertices_internal (vbo_exec_api.c:652)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reported-by: Yevhenii Kolesnikov <yevhenii.kolesnikov@globallogic.com>
Signed-off-by: Sergii Romantsov <sergii.romantsov@globallogic.com>
st/egl used to support eglCreatePbufferFromClientBuffer, but now that
it's gone, any call to it would segfault.
Let's return a nice error instead.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Nobody ever uses these, so let's just hard code them instead.
If an EGL driver ever comes around that needs them they're trivial to
re-add.
Suggested-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The driver doesn't use these values and ac_rtld has assertions
expecting the value of 0.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We'll have to extend this at some point, and using a bitfield union in
this way makes it easier to get the right index without excessive
branching.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The initial prototype used a processor-specific symbol type, but
feedback suggests that an approach using processor-specific section
name that encodes the alignment analogous to SHN_COMMON symbols is
preferred.
This patch keeps both variants around for now to reduce problems
with LLVM compatibility as we switch branches around.
This also cleans up the error reporting in this function.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Incrementing the iteration count was intended to fix an off-by-one error
when the first terminator was superseded by a later terminator. If
there is no first terminator or later terminator, there is no off-by-one
error. Incrementing the loop count creates one. This can be seen in
loops like:
do {
if (something) {
// No breaks or continues here.
}
} while (false);
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Tested-by: Abel Briggs <abelbriggs1@hotmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110953
Fixes: 646621c66d ("glsl: make loop unrolling more like the nir unrolling path")
We were pessimistically uploading all of it in case of indirection,
but we can just bump that when we encounter indirection.
total constlen in shared programs: 2529623 -> 2485933 (-1.73%)
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Rob Clark <robdclark@gmail.com>
ir3_nir_analyze_ubo_ranges() has already told us how much of cb0 we
need to upload (all of it, since it will lower indirect UBO 0 accesses
from load_ubo back to indirection on the constant buffer).
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Rob Clark <robdclark@gmail.com>
If the NIR-level analysis decided to move UBO loads to the constant
file, but the backend decided not to load those constants, we could
upload past the end of constlen. This is particularly relevant for
pre-a6xx, where we emit a different constlen between bin and render
variants.
(Fix by Rob, commit message by anholt)
Reviewed-by: Eric Anholt <eric@anholt.net>
UBOs and uniforms now use a common code path with an explicit `index`
argument passed, enabling UBO reads.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Prevents an assert(0) later in this (not so edge) case. We still have to
have a dummy there.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We've known about this for a while, but it was never formally in the
machine header files / decoder, so let's add them in.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Now that all the counting is sorted, it's a matter of passing along a
GPU address and going.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We already uploaded UBOs, but only a fixed number (1) for uniforms;
let's upload as many as we compute we need.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We look at the highest set bit in the UBO enable mask to work out the
maximum indexable UBO, i.e. the UBO count as we need to report to the
hardware.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We refactor panfrost_constant_buffer to mirror v3d's constant buffer
handling, to enable UBOs as well as a single set of uniforms.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This doesn't handle Y-flipping, but it's good enough to render the stars
in Neverball.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In preparation for lowering point sprites, track them like we track
alpha testing state.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Those either depend on information filled by the NIR linking steps OR
are restricted by those:
- gl_nir_lower_samplers: depends on UniformStorage being set by the
linker.
- brw_nir_lower_image_load_store: After 6981069fc8 "i965: Ignore
uniform storage for samplers or images, use binding info" we want
this pass to happen after gl_nir_lower_samplers.
- gl_nir_lower_buffers: depends on UniformBlocks and
SharedStorageBlocks being set by the linker.
For the regular GLSL code path, those datastructures are filled
earlier. For NIR linking code path we need to generate the nir_shader
first then process it -- and currently the processing works with all
shaders together. So move the passes out of brw_create_nir into its
own function, called by the brwProgramStringNotify and
brw_link_shader().
This patch prepares ground for ARB_gl_spirv, that will make use of NIR
linker.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The iterator `i` already walks the right amount now that is
incremented by `dmul`, so no need to `* 2`. Fixes invalid memory
access in upcoming ARB_gl_spirv tests.
Failure bisected by Arcady Goldmints-Orlov.
Fixes: b019fe8a5b "glsl/nir: Fix handling of 64-bit values in uniform storage"
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
For n_columns == 1, we have a vector which is handled by the else
case. Fixes invalid memory access in upcoming ARB_gl_spirv tests.
Failure bisected by Arcady Goldmints-Orlov.
Fixes: 81e51b412e "nir: Make nir_constant a vector rather than a matrix"
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This lets us use the optimization pattern
(('ult', 31, ('iand', b, 31)), False) to remove the
bcsel instruction for code originating in D3D shaders.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
The [iu]bfe and bfm instructions are defined to only use the five
least significant bits.
This optimizes a common pattern from D3D -> SPIR-V translation.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
That is: the five least significant bits provide the values of
'bits' and 'offset' which is the case for all hardware currently
supported by NIR and using the bfm/bfe instructions.
This patch also changes the lowering of bitfield_insert/extract
using shifts to not use bfm and removes the flag 'lower_bfm'.
Tested-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
These optimizations are based on the fact that
'and(a,b) <= umin(a,b)'.
For AMD, this series moves the optimization from LLVM to NIR,
so currently no vkpipeline-db changes here.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Since we cannot handle ffma in ppir, lower it on nir level already.
Signed-off-by: Andreas Baierl <ichgeh@imkreisrum.de>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
This simple extension might be useful for debugging purposes.
GAPID has support for it.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When HAL_PIXEL_FORMAT_IMPLEMENTATION_DEFINED is used, then the platform
gralloc module will select a format based on the usage flags provided by
the camera device and the other endpoint of the stream.
The patch fixes crash in vulkan when the test is run with camera stream
set to HAL_PIXEL_FORMAT_IMPLEMENTATION_DEFINED.
Test: android.graphics.cts.CameraVulkanGpuTest#testCameraImportAndRendering
on chromebook with camera HAL3.
v2: use AHARDWAREBUFFER_FORMAT_IMPLEMENTATION_DEFINED and take
AHARDWAREBUFFER_USAGE_CAMERA_MASK in to account (Gurchetan)
Fixes: f1654fa7e3 "anv/android: support creating images from external format"
Signed-off-by: Nataraj Deshpande <nataraj.deshpande@intel.com>
Signed-off-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
This commit moves the sysvals to a separate, new constant buffer
at the end (before the shader constants). It also allows us to
remove the special handling we had for cbuf0, and enables all
constant buffers to support user-specified resources and user
buffers.
v2: (by Kenneth Graunke)
- Rebase on the previous patch to fix system value uploading.
- Fix disk cache num_cbufs calculation
- Fix passthrough TCS to report num_cbufs = 1 so upload actually occurs
- Change upload_sysvals to assert that num_cbufs > 0 when
num_system_values > 0.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
I neglected to mark cbuf0_needs_upload = false after uploading it.
The obvious fix regressed user clip plane tests, because of a second
bug: we also forgot to mark that they may need re-uploading when
changing shader programs (which may have more or less system values).
Thanks to Timur Kristóf for catching the original issue.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
This reverts commits cc4b68a801 and
b27fb3eaca.
These caused a bunch of EGLSync tests to crash when they were previously
failing.
I have a hunch the tests are doing something wrong, like using
extensions without checking for they support, but until the issue is
investigated I'm just reverting these commits.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
total constlen in shared programs: 2485933 -> 2462236 (-0.95%)
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
We only ever return the shader we were passed in (but internally
modified).
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
We need the constants uploaded to cover the NIR offset plus the size,
not the aligned-down start of our upload range plus the size. Fixes
mistaken UBO analysis with mat3 loads.
Fixes: 893425a607 ("freedreno/ir3: Push UBOs to constant file")
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Rob Clark <robdclark@gmail.com>
NIR 1-bit bool dests will have a bit size of 1, and thus a calculated
"bytes" of 0. load_ubo is always loading from dwords in the source.
Fixes: 893425a607 ("freedreno/ir3: Push UBOs to constant file")
Reviewed-by: Rob Clark <robdclark@gmail.com>
We end up uploading constlen regardless, so max_const would only get
you slightly improved granularity in const usage in comparison.
Reviewed-by: Rob Clark <robdclark@gmail.com>
The non-DRM backend is gone. Let's get rid of the panfrost_driver
abstraction and call the panfrost_drm_xxx() functions directly.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The DRM backend has a dummy implementation and the non-DRM backend is
gone, so let's remove this perf counter interface.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Without this fix, LAVA isn't parsing crashes as failed tests, because
the shell logging is interspersed within the fake deqp output.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
If there are no tiling jobs and no clears, there is no need to submit a
fragment job (relevant for transform feedback).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We want to know if a given slice of a buffer is initialized at a
particular point in the execution of the program. This is accomplished
easily enough -- start out uninitialized and upon an operation writing
to the buffer, mark it initialized.
The motivation is to optimize away expensive operations (like wallpaper
blits) when reading from an uninitialized buffer; since it's
uninitialized, the results of these operations are undefined, and it's
legal to take the fast path ^_^
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This is a rather complex change, adding a lot of code but ideally
cleaning up quite a bit as we go.
Within a batch (single frame), there are multiple distinct Mali job
types: SET_VALUE, VERTEX, TILER, FRAGMENT for the few that we emit right
now (eventually more for compute and geometry shaders). Each hardware
job has a mali_job_descriptor_header, which contains three fields of
interest: job index, a dependencies list, and a next job pointer.
The next job pointer in each job is used to form a linked list of
submitted jobs. Easy enough.
The job index and dependencies list, however, are used to form a
dependency graph (a DAG, where each hardware job is a node and each
dependency is a directed edge). Internally, this sets up a scoreboarding
data structure for the hardware to dispatch jobs in parallel, enabling
(for example) vertex shaders from different draws to execute in parallel
while there are strict dependencies between tiling the geometry of a
draw and running that vertex shader.
For a while, we got by with an incredible series of total hacks,
manually coding indices, lists, and dependencies. That worked for a
moment, but combinatorial kaboom kicked in and it became an
unmaintainable mess of spaghetti code.
We can do better. This commit explicitly handles the scoreboarding by
providing high-level manipulation for jobs. Rather than a command like
"set dependency #2 to index 17", we can express quite naturally "add a
dependency from job T on job V". Instead of some open-coded logic to
copy a draw pointer into a delicate context array, we now have an
elegant exposed API to simple "queue a job of type XYZ".
The design is influenced by both our current requirements (standard ES2
draws and u_blitter) as well as the need for more complex scheduling in
the future. For instance, blits can be optimized to use only a tiler
job, without a vertex job first (since the screen-space vertices are
known ahead-of-time) -- causing tiler-only jobs. Likewise, when using
transform feedback with rasterizer discard enabled, vertex jobs are
created (to run vertex shaders) with no corresponding tiler job. Both of
these cases break the original model and could not be expressed with the
open-coded logic. More generally, this will make it easier to add
support for compute shaders, geometry shaders, and fused jobs (an
optimization available on Bifrost).
Incidentally, this moves quite a bit of state from the driver context to
the batch, which helps with Rohan's refactor to eventually permit
pipelining across framebuffers (one important outstanding optimization
for FBO-heavy workloads).
v2: Add comment explaining the meaning of "primary batch" as suggested
by Tomeu (trivial - not reviewed).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Rohan Garg <rohan.garg@collabora.com>
This is the preferred clipping mode since it doesn't mean your points
disappear the moment part of the point crosses over the edge of the
viewport and that lines have weird endpoints at viewport edges. We've
just never bothered to hook it up until now.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
In workloads where there is a lot of geometry drawn that crosses over
the edge of the viewport, this should substantially improve clipper
performance. Not really sure why it's taken 3 years to turn it on but
we never got around to it.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fix android building errors in winsys/amdgpu and radv
due to 'amdgfxregs.h' not found.
Changelog:
amd/common - generated $(intermediated)/common path is added to exports
winsys/amdgpu - libmesa_amd_common static dependency is added
radv - correct generated $(intermediated)/common path is added to includes
Fixes: f480b8a ("amd/common: use generated register header")
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
HTILE decompressions need the user sample locations if specified
in the current subpass.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The driver might need to clear one aspect of the depth/stencil
resolve attachment before performing the resolve itself.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This path supports layers but it requires to decompress HTILE
before resolving. The driver also needs to fixup HTILE after
the resolve. This path is probably slower than the graphics one.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When using graphics, the driver doesn't need to decompress HTILE
before resolving. This path currently doesn't support layers
so we have to fallback to the compute path.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Otherwise fast color/depth clears can't work because they depend
on the framebuffer.
This fixes the following CTS (when the small hint is disabled):
- dEQP-VK.geometry.layered.1d_array.secondary_cmd_buffer
- dEQP-VK.geometry.layered.2d_array.secondary_cmd_buffer
- dEQP-VK.geometry.layered.cube.secondary_cmd_buffer
- dEQP-VK.geometry.layered.cube_array.secondary_cmd_buffer
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110810
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107986
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
These three tests pass on RK3399, but fail on RK3288:
dEQP-GLES2.functional.shaders.matrix.div.const_lowp_mat2_mat2_vertex
dEQP-GLES2.functional.shaders.operator.unary_operator.pre_increment_effect.highp_ivec4_vertex
dEQP-GLES2.functional.shaders.texture_functions.vertex.texture2dprojlod_vec3
They reliably pass when run individually, but reliably fail when run in
a full CI run.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
This can happen when any of our vertex buffers was written by a previous
transform feedback draw.
Fixes the following piglit tests:
spec/ext_transform_feedback/position-render-bufferbase
spec/ext_transform_feedback/position-render-bufferbase-discard
spec/ext_transform_feedback/position-render-bufferoffset
spec/ext_transform_feedback/position-render-bufferoffset-discard
spec/ext_transform_feedback/position-render-bufferrange
spec/ext_transform_feedback/position-render-bufferrange-discard
Reviewed-by: Eric Anholt <eric@anholt.net>
If we are about to write to a transform feedback buffer, we should
make sure that we flush any prior work that intended to read from
any of these buffers.
Fixes piglit test:
spec/ext_transform_feedback/immediate-reuse
Reviewed-by: Eric Anholt <eric@anholt.net>
Fixes regression in shaders using ball/etc by explicitly passing through
the number of channels in the NIR op and broadcasting the last
components of the channel appropriately, as the Midgard ops are all vec4
implicitly but NIR can be vec2/3.
v2: Don't also regress every other swizzle in Equestria.
v3: Don't regress the swizzles at Canterlot High either.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Acked-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Most vertex data lives in user VBOs in IRIS_MEMZONE_OTHER, which
typically have high bits set to 0xffff. The shader draw parameters were
being uploaded in IRIS_MEMZONE_DYNAMIC, which have high bets set to 0x2.
This was causing a lot of ping-ponging of high bits, leading to
unnecessary VF cache flushing.
Cuts 7.2% of the flushes in the Civizilation VI demo on Kabylake GT2.
If there is no buffer, then it doesn't matter. Leave the old stale
high bits in place (for next time) and don't bother invalidating.
Cuts 5.6% of the flushes in the Civilization VI demo on Kabylake GT2.
If a buffer has no usage history, we don't have any read only cache
invalidates to do. If we've written it with the CPU, we don't need
to flush the render cache. The only bit remaining is the CS stall
from iris_flush_bits_for_history. We can just skip the PIPE_CONTROL
in this case.
This is pretty common - an app creates a buffer, fills it with data,
and then binds it for some purpose.
Cuts 36% of the flushes in Manhattan 3.0 on Kabylake GT2.
Instead of using the combined iris_flush_and_dirty_for_history, use
iris_flush_bits_for_history directly - we were already using the split
out iris_dirty_for_history. There's no need to dirty twice, and we can
avoid the looping altogether for non-buffers.
My intention was to have iris_copy_region not do flushing, and leave
that up to the callers. iris_resource_copy_region needs to do this,
but iris_transfer_flush_region was already doing it. The net result
was that we were doing it twice for transfers.
So, move the flushing from iris_copy_region to iris_resource_copy_region
so that it only happens in the callers as I intended.
When I split iris_flush_and_dirty_history into two helper functions,
I accidentally made it stop dirtying. Which was...sort of the point.
Fixes: 21688a306b iris: Split iris_flush_and_dirty_for_history into two helpers.
Otherwise, tests which loop on glMemoryBarrier may run us out of
batch space with piles of flushing. (Ideally, we'd elide those bonus
PIPE_CONTROLs, but presumably this isn't that common of a case...)
Piglit's arb_pipeline_statistics_query-comp would hit this case after
some of the next patches remove other PIPE_CONTROLs with maybe_flushes.
This prints a log of every PIPE_CONTROL flush we emit, noting which bits
were set, and also the reason for the flush. That way we can see which
are caused by hardware workarounds, render-to-texture, buffer updates,
and so on. It should make it easier to determine whether we're doing
too many flushes and why.
Looking at the scissor, we can discard some tiles. We specifially don't
care about the scissor on the wallpaper, since that's a no-op if the
entire tile is culled.
v2: Clarify clear comment (not reviewed but trivial).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
This `gen_scrn_dispatch.pl` has never existed, in the sense that NVIDIA
never published it. There have been a number (6) of commits to fix
various things in there over the years, and never anything from NVIDIA.
For all intents and purposes this file is hand-written and
hand-maintained, and we're on our own.
Let's make this clear by removing this misleading comment.
Suggested-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
Lima and Panfrost both have implementations of software tiling
(the Lima one was forked off the Panfrost one which was forked off the
original Lima one...). Switch to the most recent Lima code, since it's
more complete than ours at this point.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Panfrost's tiling routines (incorrectly) ignored the source stride,
masking this bug; lima's routines respect this stride, causing issues
when tiling NPOT textures whose stride is not a multiple of 64
(for instance, NPOT textures with bpp=1).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This will allow both drivers to share this code. Both drivers
build-tested with meson. Android build not tested.
v2: Change naming from tiling->shared, in case Lima and Panfrost can
share more in the future. Fix Android build system.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-and-tested-by: Qiang Yu <yuq825@gmail.com>
We can rely on only one kind of synchronization object (drm-syncobj)
when it is available. This reduces the number of file descriptors we
use in our implementation.
This will be required later for timeline semaphores implementation, at
this point we won't ever want to use anything else but syncobjs.
v2: Only use has_syncobj for semaphores (Jason)
v3: Only has_syncobj in assert on semaphores in QueueSubmit (Jason)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Looking at internal evidence (later fields including a literal other
compute job inception-style, seeming memory corruption, no clear
function, and the field after this being a pointer to *itself*), it
looks like this is really a much smaller descriptor.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In OpenGL, uniforms generally represent fp32 vec4s (at least in highp
mode). In OpenCL, they represent vec2s of 64-bit pointers.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
There is fundamentally not a framebuffer associated with a compute job.
Allocate a new structure for it so we don't mess up graphics when
decoding.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
These tests are failing at times, blacklist for now:
dEQP-GLES2.functional.fbo.render.shared_colorbuffer_clear.tex2d_rgba
dEQP-GLES2.functional.fbo.render.shared_colorbuffer_clear.tex2d_rgb
dEQP-GLES2.functional.shaders.matrix.mul.dynamic_highp_mat4_vec4_vertex
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
When DRI_CONF_GLES_EMULATE_BGRA was added for the virgl driver, it
missed a DRI_CONF_OPT_END.
This make some drivers, like v4c/v3d to crash with the following
error:
Fatal error in __driConfigOptions line 99, column 2: mismatched tag.
Not sure why it doesn't fail with virgl.
Fixes: b793663449
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
This basically boils down to supporting persistent and coherent buffer
storage.
We chose to use coherent buffer storage for all persistent buffers
even if it's not explicitly specified, since using glMemoryBarrier to
obtain coherency would be particularly expensive in our driver stack,
and require a lot of additional bookkeeping.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
For svga, the use of persistent / coherent maps is typically slightly
slower than without them. It's probably a bit case-dependent and
possible to tune, but for now, make sure we can disable those.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
With SWTNL and index translation we're mapping buffers for reading. These
buffers are commonly upload_mgr buffers that might already be referenced
by another submitted or unsubmitted GPU command. A synchronous map will
then trigger a flush and sync, at least on Linux that doesn't distinguish
between read- and write referencing. So map these buffers async. If they
for some obscure reason happen to be dirty (stream-output, buffer-copy),
the resource_buffer code will read-back and sync anyway. For persistent /
coherent buffers a corresponding read-back and sync will happen in the
kernel fault handler.
Testing: Piglit quick. No regressions.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
In the case of SWTNL and index translation we were uploading index buffers
and then reading out from them using the CPU. Furthermore, when translating
indices we often cached the results with an upload_mgr buffer, causing the
cached indexes to be immediately discarded on the next write to that
upload_mgr buffer.
Fix this by only uploading when we know the index buffer is going to be
used by hardware. If translating, only cache translated indices if the
original buffer was not a user buffer. In the latter case when we're not
caching, use an upload_mgr buffer for the hardware indices.
This means we can also remove the SWTNL hand-crafted index buffer upload
mechanism in favour of the upload_mgr.
Finally avoid using util_upload_index_buffer(). It wastes index buffer
space by trying to make sure that the offset of the indices in the
upload_mgr buffer is larger or equal to the position of the indices in
the source buffer. From what I can tell, the SVGA device does not
require that.
Testing done: Piglit quick. No regressions.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Add a flag in the surface cache key and a winsys usage flag to
specify coherent memory.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Previously unsynchronized maps have been assumed to also be persistent,
Now destinguish between persistent and unsynchronized map and also support
PIPE_TRANSFER_PERSISTENT from ARB_buffer_storage.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
On GLES hosts GL_SAMPLES_PASSED is emulated by GL_ANY_SAMPLES_PASSED which returns a boolen.
With this tweak the value that is returned if any sample passed can be set. This
may be of iterest when an application decides whether some geometry is rendered based
on an amount of visibility and not just a binary desicion. virgelrenderer sets a default
of 1024 on th host.
v2: Remove reference from virgl and correct description (Emil)
v3: Send the tweak binary encoded instead of using strings (Gurchetan)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
With Qemu this final swizzle is not needed, but with vtest it is, i.e. it depends on
how a program using virglrenderer uses the surface that is rendered to, hence
a tweak is added.
v2: Update description and fix spelling (Emil)
v3: Send tweak as binary value instead of using strings (Gurchetan)
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
These tweaks are used to fix rendering issues with Valve games and
at least also "The Raven Remastered" when run on a GLES host.
v2: Fix type in define and remove virgl from driconf option (Emil)
v3: Encode tweak binary instead of using strings (Gurchetan)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Tie in the check whether the host supports tweaks and whether this tweak
is enabled.
v2: Add comment about the emulated formats not being used directly in the
guest (Gurchetan)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
This works only for the drm variant of virgl and not for the vtest
variant.
v2: Rebase, replace the configuration query function by a pointer to
the configuration data.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com> (v1)
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
These were previously handled by the spirv_to_nir, but that changed to
be an explict pass in 23d30f4099 "spirv,nir: lower
frexp_exp/frexp_sig inside a new NIR pass"
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
In ARB_gl_spirv we'll be able to use variables for uniform buffers, so
don't use the descriptor intrinsics to lower the block access.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
For the block BLOCK_TEXEL_VIEW_COMPATIBLE case, this didn't matter
because the flags were already more-or-less what we wanted. However,
for gen7 stencil shadow images, it still had ISL_SURF_USAGE_STENCIL_BIT
so we were getting W-tiled which isn't what we want for the shadow. By
passing just ISL_SURF_USAGE_TEXTURE_BIT (and CUBE if we care), we now
get something that's actually texturable.
Fixes: f3ea0cf828 "anv: Add stencil texturing support for gen7"
Copies to a shadow image happen during a VkCmdPipelineBarrier or at
subpass transitions. We could potentially be a bit more conservative
but these transitions shouldn't happen often and it's better to have our
bases covered.
Fixes: f3ea0cf828 "anv: Add stencil texturing support for gen7"
Most places in NIR, we treat matrices like arrays. The one annoying
exception to this has been nir_constant where a matrix is a first-class
thing. This commit changes that so a matrix nir_constant is the same as
an array nir_constant. This makes matrix nir_constants a tiny bit more
expensive but shrinks all others by 96B.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Now that nir_const_value is a scalar, there's no reason why we need
multiple paths here and it's just extra paths to keep working. While
we're here, we also add a vtn_fail_if check that component indices are
in-bounds.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
It only accepts 32-bit integers so it should have a more descriptive
name. This patch should not be a functional change.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
All of the callers for this function are looking at interpolation
qualifiers and want to make sure they're declared flat. Any 64-bit
integer inputs need to be flat. It's also makes the function make more
sense since "integer" is fairly generic.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
All of the callers of this function really just want to know if the type
is an integer and don't care about bit size.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Even if only variables access flags are changed, the existing NIR
infrastructure expects metadata to be explicitly preserved, so do
that. Don't care about avoiding preserve to be called twice since the
cost is negligible.
This scenario can be triggered by dead variables, and also by other
intrinsics that read the variables -- but not cause progress to be
made when processing the intrinsics.
Fixes: f2d0e48ddc "glsl/nir: Add optimization pass for access flags"
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Unwrap any array in the variable type so we can get the sampler dim.
This fixes piglit test
spec/arb_arrays_of_arrays/execution/image_store/basic-imageStore-const-uniform-index.shader_test.
Fixes: f2d0e48ddc "glsl/nir: Add optimization pass for access flags"
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Rather than checking __GLIBC__/__UCLIBC__ macros as a proxy for
execinfo.h presence, just check directly. This allows the build to work
on musl.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
We don't execute any of the commands to record snapshots, so we can't
actually produce a real result. We do however need to avoid waiting
on a syncpt which will never be signalled. So, just return 0.
Right now, this just deduces when we can arbitrarily reorder SSBO and
image loads, matching the existing logic in radeonsi's TGSI->LLVM pass.
This approach can't handle some things that nir_opt_copy_prop_vars can,
but it can handle images, and with GCM it lets us hoist reads outside of
loops. We can also pass this information to LLVM which lets it do its
own optimizations on it.
This is GLSL only as I haven't tested it on Vulkan yet, and it would
probably need a few changes to work there.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The spec explicitly says that volatile writes can't be removed and
volatile reads do not guarantee that the same value will still be around
after the read, as if there were a barrier after each read/write. Just
ignore them.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
We were completely ignoring these before, except for putting them on
variables. While we're here, don't set access qualifiers when converting
to bindless since glsl_to_nir will already have set a more accurate
qualifier that includes any qualifiers on struct members that are
dereferenced.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
In the next commit, we'll properly handle access qualifiers on struct
members by propagating them to load/store instructions, but these
instructions had no way to specify the qualifier.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
inaccessiblememonly means that it doesn't modify memory accesible via
normal LLVM pointers. This lets LLVM's dead store elimination, memcpy
forwarding, etc. ignore functions with this attribute. We don't
represent descriptors as pointers, so this property is always true of
buffer and image stores. There are plans to represent descriptors via
pointers, but this just means that now nothing is inaccessiblememonly,
as LLVM will then understand loads/stores via its usual alias analysis.
Radeonsi was mistakenly only setting it if the driver could prove that
there were no reads, and then it was cargo-culted into ac_llvm_build
and ac_llvm_to_nir. Rip it out of everything.
statistics with nir enabled:
Totals from affected shaders:
SGPRS: 152 -> 152 (0.00 %)
VGPRS: 128 -> 132 (3.12 %)
Spilled SGPRs: 0 -> 0 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 0 -> 0 (0.00 %) dwords per thread
Code Size: 9324 -> 9244 (-0.86 %) bytes
LDS: 2 -> 2 (0.00 %) blocks
Max Waves: 17 -> 17 (0.00 %)
Wait states: 0 -> 0 (0.00 %)
The only difference was a manhattan31 shader.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This allows us to disable the FMASK decompress pass when
transitioning from CB writes to shader reads.
This will likely be improved and enabled by default in the future.
No CTS regressions on GFX8 but a few number of multisample CTS
failures on GFX9 (they look related to the small hint).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We have some serious leaks, so plug some and also move to ralloc to
limit the lifetime of some objects to that of their parent.
Lots more such work to do.
For some reason, this fixes:
dEQP-GLES2.functional.lifetime.attach.deleted_output.texture_framebuffer
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Do not offer a hardware drm backed egl device if no render node
is available. The current implementation will fail on this
egl device. On top it issues a warning that is actually missleading.
There are finally more error paths that can fail on the way to a
hardware backed egl device. Fixing all of them would kind of require
opening the drm device and see if there is a usable driver associated
with the device. The taken approach avoids a full probe and fixes at
least this kind of problem on kvm virtualization hosts I observe here.
Fixes: dbb4457d98 ("egl: add EGL_EXT_device_drm support")
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
This is pointless in that we won't ever hit those paths in real life,
but coverity complains.
Fixes: f014ae3c7c ("nouveau: add support for nir")
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
GL_MAP_INVALIDATE_BUFFER_BIT cannot be treated as
GL_MAP_INVALIDATE_RANGE_BIT naively. When we run into
ptr = glMapBufferRange(buf, 0, size,
GL_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
memcpy(ptr, data1, size);
glUnmapBuffer(buf);
ptr = glMapBufferRange(buf, size, size,
GL_WRITE_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
memcpy(ptr, data2, size);
glUnmapBuffer(buf);
we never want data1 to be copy_transfer'ed. Because that would mean
that data2 might overwrite valid data.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis alexandros.frantzis@collabora.com
Fixes: a22c5df079 ("virgl: Use buffer copy transfers to avoid waiting when mapping")
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Now that sRGB formats are supported for both rendering and sampling,
advertise support.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The performance impact is slightly mitigated by tiling the render
target, but it's undeniably still slow compared to AFBC. Unfortunately,
it doesn't look like AFBC and sRGB play nice...
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
For fixed-function, we have hardware to handle sRGB so we just set a
flag. For blend shaders, it's rather more involved; this is currently
unimplemented. Assert it out for now; we don't need it quite yet.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We already can sample from Mali's linear/tiled encoding (the one from
Utgard -- AFBC is mostly unrelated); let's be able to render to it as
well.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
A mode for rendering tiled/uncompressed was noticed, so we reshuffle the
MFBD render target definitions to explicitly include block type.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This combines the two cmdstream bits "is_3d" and "is_not_cubemap" into a
single 2-bit texture target selection, noticing it's the same as the
2-bit selection in Midgard and Bifrost texturing ops. Accordingly, we
share this definition and add the missing entry for 1D/buffer textures.
This requires a nontrivial (but functionally similar) refactor of all
parts of the driver to use the new definitions appropriately.
Theoretically, this should add support for buffer textures, but that's
obviously not tested and probably wouldn't work.
While doing so, we notice the sRGB enable bit, which we document and
decode as well here so we don't forget about it.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Requirements for a job should be figured out in pan_job.c
v2: [Alyssa] Fix early return
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's nice to keep these two files in sync, as they define
guest userspace <---> host userspace communcation.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Getting rid of a compiler warning :
In file included from ../src/intel/tools/aubinator_viewer.cpp:225:
../src/imgui/imgui_memory_editor.h: In member function ‘void MemoryEditor::DisplayPreviewData(size_t, const u8*, size_t, MemoryEditor::DataType, MemoryEditor::DataFormat, char*, size_t) const’:
../src/imgui/imgui_memory_editor.h:637:16: warning: enumeration value ‘DataType_COUNT’ not handled in switch [-Wswitch]
switch (data_type)
^
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This effectively does the opposite of nir_lower_alus_to_scalar, trying
to combine per-component ALU operations with the same sources but
different swizzles into one larger ALU operation. It uses a similar
model as CSE, where we do a depth-first approach and keep around a hash
set of instructions to be combined, but there are a few major
differences:
1. For now, we only support entirely per-component ALU operations.
2. Since it's not always guaranteed that we'll be able to combine
equivalent instructions, we keep a stack of equivalent instructions
around, trying to combine new instructions with instructions on the
stack.
The pass isn't comprehensive by far; it can't handle operations where
some of the sources are per-component and others aren't, and it can't
handle phi nodes. But it should handle the more common cases, and it
should be reasonably efficient.
[Alyssa: Rebase on latest master, updating with respect to typeless
moves]
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
This patch adds support for nir_texop_txs instructions which are needed
to support the OpenGL textureSize() function. This is also needed to
support RECT texture sampling which is currently lowered to 2D sampling +
a TXS() instruction by the nir_lower_tex() helper.
Changes in v2:
* Split options for the 1st and 2nd tex lowering passes
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We are about to add support for the TXS (texture size) op which is not
implemented using a midgard texture instruction. Let's rename emit_tex()
into emit_texop_native() and repurpose emit_tex() as a dispatcher.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We're about to add more sysval types, and panfrost_emit_for_draw()
is big enough, so let's move the sysval upload logic in a separate
function.
We also add one sub-function per sysval type to keep the
panfrost_upload_sysvals() small/readable.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We are about to add support for nir_texop_txs which requires adding a
sysval/uniform containing the texture size. Let's change the
emit_sysval_read() prototype to take a nir_instr object instead of
a nir_intrinsic_instr one so we can re-use this function when emitting
a sysval for a txs instruction.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The V3D driver has an open-coded solution for this, and we need the
same thing for Panfrost, so let's add a generic way to lower TXS(LOD)
into max(TXS(0) >> LOD, 1).
Changes in v2:
* Use == 0 instead of !
* Rework the minification logic as suggested by Jason
* Assign cursor pos at the beginning of the function
* Patch the LOD just after retrieving the old value
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
get_texture_size() will create a txs instruction with ->sampler_dim set
to the original tex->sampler_dim. The condition to call lower_rect()
only checks the value of ->sampler_dim and whether lower_rect is
requested or not. This leads to an infinite loop when calling
nir_lower_tex() with the same options until it returns false.
In order to avoid that, let's move the tex->sampler_dim patching before
get_texture_size() is called. This way the txs instruction will have
->sampler_dim set to GLSL_SAMPLER_DIM_2D and nir_lower_tex() won't try
to lower it on the subsequent passes.
Changes in v2:
* Add Jason R-b
* Add a comment explaining why we patch ->sampler_dim at the beginning
of the lower_rect() func
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The code considers that projector lowering was done even if it's not
really the case. Change the project_src() prototype to return a bool
encoding whether projector lowering happened or not and update the
progress var accordingly in nir_lower_tex_block().
---
Changes in v2:
* Add Jason R-b
* Drop the part suggesting that nir_lower_rect() could be called in
a do-while(progress) loop.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In other words, make use of radv_dcc_enabled() instead of
radv_image_has_dcc() all over the places.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Without them, the state tracker falls back to an RGBA format, but it
doesn't always manage to override the swizzle for us. So we lose the
information that the API expects an X channel, where alpha is garbage
and reads back as 1. We have no equivalent ISL RGBX format for these,
so we just use RGBA directly and override the swizzle in all cases.
The VaryingNames array has NumVaryings entries. But BufferStride is
a small array of MAX_FEEDBACK_BUFFERS (4) entries. Programs with
more than 4 varyings would read out of bounds.
Also, BufferStride is set based on the shader itself, which means that
it's inherently already included in the hash, and doesn't need to be
included again. At the point when shader_cache_read_program_metadata
is called, the linker hasn't even set those fields yet. So, just drop
it entirely.
Fixes valgrind errors in KHR-GL45.transform_feedback.linking_errors_test.
Fixes: 6d830940f7 glsl/shader_cache: Allow shader cache usage with transform feedback
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This should fix floating-point border color on all gen7 HW. Integer is
still thoroughly busted on gen7 because it doesn't exist on IVB and it's
crazy on HSW.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Whenever stencil texturing is not required (most of the time), we can
use VK_EXT_separate_stencil_usage to only create the shadow image when
VK_IMAGE_USAGE_SAMPLED_BIT is required for stencil. Of course, this
depends on applications to use the extension but hopefully DXVK and
similar translators are doing so and that covers most of the apps.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Intel hardware didn't get support for sampling from W-tiled (required
for stencil) images until Broadwell so we can't directly sample from
stencil. Instead, if we want to support stencil texturing on gen7
hardware, we have to keep a texture-capable shadow copy around and use
BLORP to update when stencil changes. The one thing this commit does
not implement is self-dependencies with stencil input attachments.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99493
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This should ensure the TC invalidate happens after the stall.
Fixes KHR-GL43.copy_image.functional which does a CopyImage (blorp_copy)
from a buffer (using R8G8B8A8_UINT), then GetTexImage to read back the
original image (using R10G10B10A2_UNORM).
When copying/blitting with format reinterpretation, we invalidate the
texture cache before/after. Before is so the source of the copy works,
and after is to get rid of our new data in the "wrong" format to protect
future attempts to sample.
When I ported these hacks to iris, I tried to be cautious by only
bothering with the hacks if the batch referenced the BO. This makes
some sense for the before case. If it isn't referenced, the texture
cache can't really have any data for the BO (since it's also invalidated
between batches). But we still need to do the after case regardless,
as we've just polluted the cache with hazardous entries.
When the host virglrenderer is an older version that doesn't check the sRGB write
control feature, or when the guest kernel doesn't support CAPS v2, then the guest
will only report support for GL 2.1 on a GL 3.3 host, even though it was supporting
3.3 with earlier guest mesa versions.
By also checking the host feature check version this regression can be avoided.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110921
Fixes: 2845939d6a
virgl: Set sRGB write control CAP based on host capabilities
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Fixes:
dEQP-GLES31.functional.stencil_texturing.format.depth24_stencil8_2d
dEQP-GLES31.functional.stencil_texturing.format.stencil_index8_2d
dEQP-GLES31.functional.stencil_texturing.misc.compare_mode_effect
Signed-off-by: Rob Clark <robdclark@chromium.org>
The stencil is actually in the .w component, but we used to use SWAP to
remap the channels. This doesn't work when tiled/ubwc.
Fixes:
dEQP-GLES31.functional.stencil_texturing.format.depth24_stencil8_2d_array
dEQP-GLES31.functional.stencil_texturing.format.depth24_stencil8_cube
dEQP-GLES31.functional.stencil_texturing.format.stencil_index8_2d_array
dEQP-GLES31.functional.stencil_texturing.format.stencil_index8_cube
dEQP-GLES31.functional.stencil_texturing.misc.base_level
dEQP-GLES31.functional.texture.border_clamp.formats.stencil_index8.nearest_size_pot
dEQP-GLES31.functional.texture.border_clamp.formats.stencil_index8.nearest_size_npot
dEQP-GLES31.functional.texture.border_clamp.formats.depth24_stencil8_sample_stencil.nearest_size_pot
dEQP-GLES31.functional.texture.border_clamp.formats.depth24_stencil8_sample_stencil.nearest_size_npot
dEQP-GLES31.functional.texture.border_clamp.sampler.uint_stencil
Signed-off-by: Rob Clark <robdclark@chromium.org>
Inline the ring buffer and signal logic into lp_scene_queue instead of
using a u_ringbuffer. The code ends up simpler since there's no need
to handle serializing data from / to packets.
This fixes a crash when compiling Mesa with LTO, that happened because
of util_ringbuffer_dequeue() was writing data after the "header
packet", as shown below
struct scene_packet {
struct util_packet header;
struct lp_scene *scene;
};
/* Snippet of old lp_scene_deque(). */
packet.scene = NULL;
ret = util_ringbuffer_dequeue(queue->ring,
&packet.header,
sizeof packet / 4,
return packet.scene;
but due to the way aliasing analysis work the compiler didn't
considered the "&packet->header" to alias with "packet->scene". With
the aggressive inlining done by LTO, this would end up always
returning NULL instead of the content read by
util_ringbuffer_dequeue().
Issue found by Marco Simental and iThiago Macieira.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110884
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Just encode the Mali magic number for `replace` rather than awkwardly
forcing Gallium structures through.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We switch all fmov to (i)mov, following the NIR switch. This simplifies
some code surrounding blend shaders and should have no functional
changes elsewhere.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
When the resource to be mapped is busy and the backing storage can
be discarded, reallocate the backing storage to avoid waiting.
In this new path, we allocate a new buffer, emit a state change,
write, and add the transfer to the queue . In the
PIPE_TRANSFER_DISCARD_RANGE path, we suballocate a staging buffer,
write, and emit a copy_transfer (which may allocate, memcpy, and
blit internally). The win might not always be clear. But another
win comes from that the new path clears res->valid_buffer_range and
does not clear res->clean_mask. This makes it much more preferable
in scenarios such as
access = enough_space ? GL_MAP_UNSYNCHRONIZED_BIT :
GL_MAP_INVALIDATE_BUFFER_BIT;
glMapBufferRange(..., GL_MAP_WRITE_BIT | access);
memcpy(...); // append new data
glUnmapBuffer(...);
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
We are going support reallocating the HW resource for a
virgl_resource. When that happens, the virgl_resource needs to be
rebound to the context.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
When PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE is properly supported,
virgl_transfer might refer to a different virgl_hw_res than
virgl_resource does. We need to save the virgl_hw_res and use the
saved one.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
It works similar to pipe_resource_reference but is for virgl_hw_res.
It can also replace resource_unref.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
This adds a set of opcodes for performing moves and type conversions
with respect to particular rounding modes, required for OpenCL.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The hardware support for scissoring requires minimally 1 pixel to be
drawn. If the scissor culls *everything*, we need to drop the draw
entirely early on.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Pipelined rendering is important for performance but is not working
right these days. Disable it for correctness until the panfrost_job
refactor is enabled and we can do it right.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In anticipation of more general mipmapping support, we implemented
support for rendering to linear mipmaps (a very simple case).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In preparation for more complex mipmap operations. glGenerateMipmap() in
particular, as implemented by u_blitter, requires reading from non-zero
initial mip levels.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
it turns out we have explicit control over helper invocations; if a
particular bit in the fragment shader descriptor is set, helper
invocations are launched; if it clear, they are not. Helper invocations
are required whenever computing derivatives, whether explicitly
(dFdx/dFdy) *or* implicitly (any texturing). Accordingly, we set this
bit when texturing to fix edge case behaviour (literally, haha).
Thank you to Jason Ekstrand and Ilia Mirkin for pointing out the
representative dEQP test failed along triangle edges and for suggesting
helper invocations / derivatives as a list of suspect pieces (which led
to discovering the helper invocations enable bit in the first place).
Ideally we would use the new NIR analysis pass for this, but that hasn't
landed quite yet.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In some cases, Gallium can give us bad info about the texture count,
counting some NULL textures. We pass Gallium's info to the hardware
blindly, which can confuse the hardware in edge cases. This patch
adjusts accordingly.
This worked around a bug in oooold versions of Panfrost. Nowadays, its
presence is, at best, *creating* bugs. Let's wack it.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In a poorly coded app, the framebuffer can be partially drawn, an FBO
switched, switch back to the framebuffer and keep drawing, etc.
Reordering would fix this, but for now we need to just be careful about
flushing scanout too.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
On more complex apps (possibly using desktop GL specific extensions?),
our viewport code was getting wacky results for unclear reasons. Let's
be a little less wacky.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
To do so, we route some basic information through to the FBD creation
routines (currently just a binary toggle of "has draws?"). Eventually,
more refactoring will enable dynamic hierarchy mask selection, but right
now we do the most basic.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Quite a bit of refactoring in the main driver will be necessary to make
use of this effectively, so the implementation is incomplete.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
As per the notes at the beginning of pan_tiler.c, we implement a routine
to calculate the size of the polygon list header given the framebuffer
dimensions and the provided hierarchy mask.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
I'm not sure how the blob does it, but this seems to be a dead simple
test and roughly corresponds to what I've noticed from the blob, so
maybe it's good enough.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Following the research into Midgard's hierarchical tiling
infrastructure, we now understand (in broad stokes) the purpose of each
tiler field in the MFBD. Additionally, we understand more of the tiling
fields in the SFBD and in Bifrost's structures, although this knowledge
is still incomplete.
Update the names, decoder, and comments to reflect this new
understanding.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This explains how the polygon list is allocated, updating the headers
appropiately to sync the terminology.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
These names are from the replay workaround in kbase; they begin to shine
some light on the meaning of these fields. In particular, we now
understand why the "tiler_meta" field has the effect it does on
performance in certain scenes (controlling tile granularity).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Otherwise the buffer loads/stores in the bufimage meta operations fail.
If we decompress DCC then we can use the "canonical" format compatible
with the not-supported format.
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This fixes a segfault when forcing DCC decompressions on compute
because internal meta objects are not created since the on-demand
stuff.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Instead of re-computing in the driver. The 3d and cube flags
are correctly set, so the same values should returned by
ac_compute_surface().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Since commit 4f3c82c72c fmod is no longer being lowered in nir, and
ends up crashing lima programs with "unsupported nir_op: fmod" in both
ppir and gpir.
There seems to be no mod operation in hardware in utgard and there is an
optimization in nir to lower fmod to instructions that lima already
implements, so let's use that.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Now that we can blit depth/stencil in a way that plays nicely with UBWC,
re-enable it.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@gmail.com>
Now that it can turn these blits into rendering to RB6_Z24_UNORM_S8_UINT
it can properly handle cases where only one of depth+stencil is being
blit. And this avoids lying about he format, which completely doesn't
work when UBWC is used.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@gmail.com>
For re-written z/s blits, we want to use the re-written `pipe_blit_info`
even if we have to fallback to 3d pipe (`u_blitter`). So handle that
fallback ourself.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@gmail.com>
The name 'separate' doesn't make a while lot of sense, as only one of
the cases is the blit actually split. But split out from previous patch
in an attempt to reduce the noise.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@gmail.com>
This maps to a special format that recent generations of adreno have,
for blitting z24s8. Conceptually it is similar to doing Z and/or S
blits by pretending it is r8g8b8a8 (with appropriate writemask). But
it differs when bandwidth compression is used, as z24 is a different
type from r8g8b8.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@gmail.com>
Apparently, we're supposed to look at the texture object's built-in
sampler object's sRGB decode setting in order to decide whether to
decode/downsample/re-encode, or simply downsample as-is. Previously,
we had just respected the pipe_resource's format.
Fixes SKQP's Skia_Unit_Tests.SRGBMipMaps test.
(This ports commit 337a808062 from i965
to st/mesa for Gallium drivers.)
Reviewed-by: Eric Anholt <eric@anholt.net>
Commit de8a919702 refactored dynarray usage and changed the size of the
allocation in lima_submit_add_bo.
That causes a segfault in programs running with lima.
This commit restores the allocation size back to the previous size.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Fixes the following building error in Android:
In file included from external/mesa/src/amd/common/ac_llvm_helper.cpp:34:
In file included from external/mesa/src/amd/common/ac_llvm_build.h:30:
In file included from external/mesa/src/compiler/nir/nir.h:40:
In file included from external/mesa/src/compiler/nir_types.h:36:
external/mesa/src/compiler/glsl_types.h:37:10: fatal error: 'main/config.h' file not found
^~~~~~~~~~~~~~~
1 error generated.
Fixes: bd4c661 ("ac,ac/nir: use a better sync scope for shared atomics")
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Fixes building errors due to libmesa_util and libexpat dependencies:
In file included from external/mesa/src/amd/vulkan/radv_device.c:52:
external/mesa/src/util/xmlpool.h:115:10: fatal error: 'xmlpool/options.h' file not found
^~~~~~~~~~~~~~~~~~~
1 error generated.
FAILED: out/target/product/x86_64/obj_x86/SHARED_LIBRARIES/vulkan.radv_intermediates/LINKED/vulkan.radv.so
...
external/mesa/src/util/xmlconfig.c:670: error: undefined reference to 'XML_ParserCreate'
...
clang.real: error: linker command failed with exit code 1 (use -v to see invocation)
Fixes: 3c2e826 ("radv: Add support for driconf.")
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Initially I was only interested on documenting NIR_PRINT, as today I
needed to check the code to find this envvar, that at the moment I
vaguely remembered that existed.
As we are here, though, let's just document all of them (assuming that
makes sense).
Reviewed-by: Eric Anholt <eric@anholt.net>
When searching for resources in the cache, we previously released all
expired resources even after having found a compatible resource.
This commit changes this behavior to return immediately when finding a
compatible resource, so that the operation finishes more quickly. This
moves more of the burden of releasing expired resources to cache
addition, which, since it happens at resource destruction time, it's
less time critical.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Introduce a resource cache implementation that can be used by any virgl
winsys backend.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Record types have their own slot to store the precision for each
member in glsl_struct_field. Previously if the member didn’t have an
explicit precision qualifier this was being left as
GLSL_PRECISION_NONE. This patch makes it take into account the type’s
default precision qualifier like it does for regular variables in
apply_type_qualifier_to_variable.
This has the additional benefit of correctly reporting an error when a
float type is used in a struct without declaring the default type.
Reviewed-by: Eric Anholt <eric@anholt.net>
This function is confusingly also used to match interstage interfaces
as well as intrastage. In the interstage case it needs to avoid
comparing the precisions. This patch adds a parameter to specify
whether to take the precision into account or not so that it can be
used for both cases.
Reviewed-by: Eric Anholt <eric@anholt.net>
On GLES, the interface between vertex and fragment shaders doesn’t
need to have matching precision.
Section 4.3.10 of the GLSL ES 3.00 spec:
“The type of vertex outputs and fragment inputs with the same name
must match, otherwise the link command will fail. The precision does
not need to match.”
Reviewed-by: Eric Anholt <eric@anholt.net>
On GLES, the interface between vertex and fragment shaders doesn’t
need to have matching precision. This adds an extra argument to
glsl_types::record_compare to disable the precision comparison. This
will later be used for the shader interface check.
In order to make this work this patch also adds a helper function to
recursively compare types while ignoring the precision.
v2: Call record_compare from within compare_no_precision to avoid
duplicating code (Eric Anholt).
Reviewed-by: Eric Anholt <eric@anholt.net>
The offsets to read the query results were off-by-one, which causes the
counters to report bogus increasing values.
Also the counter result is u32, so we need to initialize the query type
to reflect that.
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Either all channels executed the 'then' block, in which case all
channels will directly jump to the 'endif' block at the end of the
'then' block, or all channels execute the 'else' block (so no
execution masking is necessary).
Shader-db results:
total instructions in shared programs: 9119238 -> 9117550 (-0.02%)
instructions in affected programs: 401252 -> 399564 (-0.42%)
helped: 855
HURT: 77
total uniforms in shared programs: 3022622 -> 3022605 (<.01%)
uniforms in affected programs: 3566 -> 3549 (-0.48%)
helped: 17
HURT: 0
total max-temps in shared programs: 1327762 -> 1327774 (<.01%)
max-temps in affected programs: 619 -> 631 (1.94%)
helped: 2
HURT: 15
Reviewed-by: Eric Anholt <eric@anholt.net>
Removes a compiler warning about uninitialized variable.
Fixes: c02ffd2700 "ir3: Use the new NIR lowering pass for integer multiplication"
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Rob Clark <robclark@gmail.com>
Reviewed-by: Eduardo Lima <elima@igalia.com>
When both the fragment and vertex shaders point to the same varying
location they expect to share the same varying slot.
Make sure vertex and fragment varyings pointing to the same loc have
->src_offset set to the same value.
[Alyssa: In addition a patch implement txs, this fixes GALLIUM_HUD on
Panfrost]
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The src/dst format is overriden from the pipe_blit_info, so this just
logic just serves to confuse the reader.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Since we could only need a subset of the layers, and otherwise we
trigger an assert in util_max_layer()
Signed-off-by: Rob Clark <robdclark@chromium.org>
These are tests that regressed in RK3288 but still pass on RK3399.
So we still have a CI we can rely on, add them to the flip-flop list for
now.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Some tests got fixed since the last update, but also some regressions
crept in.
To keep the CI green, add the regressions to the expected failures.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This fixes a rebase fail in ea51275e07, and prevents it from happening
again. There's no reason to do this manually.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
altsoftware.com seems to no longer be around, and is currently being
held by a domain squatter. Let's link to waybackmachine instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
dsbox.com now forwards to haystax.com, which is tehcnially unrealted to
this link. Let's link to waybackmachine instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
sgi.com now forwards to hpe.com, which is technically unrelated to these
links. Let's link to waybackmachine instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Just a couple of lines above, we have this exact same link, but this
time with a leading "www.". Let's match that.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Meson is what should tell you about these issues, not the configure
script. We no longer have that.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
We no longer have an autoconf build-system to maintain, but we do have a
meson build-system. So let's mention that instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Automake and libtool are no longer required to build, instead we need
meson and ninja-build.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
The only build system that doesn't support Haiku is `Android.mk`,
which also doesn't support most other platforms either, so there is
no need to single it out.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
We have to emit a CACHE_FLUSH_AND_INV_TS_EVENT to be sure all
prior GPU work is done. While we are at it, also flush and
invalidate DB.
This fixes the following CTS (when the small hint is disabled):
dEQP-VK.query_pool.statistics_query.reset_before_copy.*
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The dri2 winsys also uses libdrm (and you can only enable dri3 if
you enable dri2), and the drm winsys only requires libdrm.
So if any winsys is enabled you can also enable the drm winsys, and
since we always want at least one winsys we can always enable it.
I removed the check for the drm platform for VA and OMX since they
do not care anymore. Since we still check for one of r600g, nouveau
or radeonsi, we are guarantueed to still only enable it by default
in a configuration that requires libdrm anyway. So for people using
va=auto, we don't suddenly start requiring libdrm were we did not
before.
This supersedes "vl: Enable DRM by default.", which I pushed, but
rolled back because it used dep_libdrm before its definition.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Do not want it for perf reasons. Always have to disable DCC when
transferring to external queue.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Transitions to external queue should do the transition & make sure
it works on all queues.
Fixes: 8ebc7dcb59 "radv: Allow fast clears with concurrent queue mask for some layouts."
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
A pipe_transfer is a context object. It is fine for the
constructor/destructor to have access to the context.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
A pipe_transfer is a context object. It is fine for
virgl_transfer_queue to have access to the context.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
This dumps disassembly to the pipe_debug_callback together with shader
stats.
Can be used together with shader-db to get full disassembly of all shaders
in the database.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Compute the count since the start of the current line instead of the
count since the start of the the disassembly.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This implies that the memory will always be at address 0, which allows
LLVM to generate slightly better code.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This will make it easier to use LDS for other purposes in geometry
shaders in the future.
The lifetime of the esgs_ring variable is as follows:
- declared as [0 x i32] while compiling shader parts or monolithic shaders
- just before uploading, gfx9_get_gs_info computes (among other things)
the final ESGS ring size (this depends on both the ES and the GS shader)
- during upload, the "esgs_ring" symbol is given to ac_rtld as a shared
LDS symbol, which will lead to correctly laying out the LDS including
other LDS objects that may be defined in the future
- si_shader_gs uses shader->config.lds_size as the LDS size
This change depends on the LLVM changes for emitting LDS symbols into
the ELF file.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Upcoming changes to LLVM will emit LDS objects as symbols in the ELF
symbol table, with relocations that will be resolved with this change.
Callers will also be able to define LDS symbols that are shared between
shader parts. This will be used by radeonsi for the ESGS ring in gfx9+
merged shaders.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Since it can only be used for reading the config of an individual,
non-combined shader, it is not very reusable anyway.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The compiler should be able to optimize them away, but still. There's
no point in declaring those as pointers, and if the compiler *doesn't*
optimize them away, they add unnecessary load-time relocations.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Using an explicit linker instead of just concatenating .text
sections will allow us to start using .rodata sections and
explicit descriptions of data on LDS that is shared between
stages.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Use hash_table_u64 instead of hash_table directly, since the former
will also handle the special keys (deleted and freed) and allow use
the whole u64 space.
Fixes crash in INTEL_DEBUG=bat when using a key with value 0 -- the
current value for a freed key.
Fixes: b38dab101c "util/hash_table: Assert that keys are not reserved pointers"
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The hash_table_u64 should support any uint64_t as input. It does
special handling for the "deleted" key, storing the data in the table
itself; do the same for the "freed" key.
Fixes: b38dab101c "util/hash_table: Assert that keys are not reserved pointers"
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The main motivation for this change is API ergonomics: most operations
on dynarrays are really on elements, not on bytes, so it's weird to have
grow and resize as the odd operations out.
The secondary motivation is memory safety. Users of the old byte-oriented
functions would often multiply a number of elements with the element size,
which could overflow, and checking for overflow is tedious.
With this change, we only need to implement the overflow checks once.
The checks are cheap: since eltsize is a compile-time constant and the
functions should be inlined, they only add a single comparison and an
unlikely branch.
v2:
- ensure operations are no-op when allocation fails
- in util_dynarray_clone, call resize_bytes with a compile-time constant element size
v3:
- fix iris, lima, panfrost
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
We're not very good at handling out-of-memory conditions in general, but
this change at least gives the caller the option of handling it gracefully
and without memory leaks.
This happens to fix an error in out-of-memory handling in i965, which has
the following code in brw_bufmgr.c:
node = util_dynarray_grow(vma_list, sizeof(struct vma_bucket_node));
if (unlikely(!node))
return 0ull;
Previously, allocation failure for util_dynarray_grow wouldn't actually
return NULL when the dynarray was previously non-empty.
v2:
- make util_dynarray_ensure_cap a no-op on failure, add MUST_CHECK attribute
- simplify the new capacity calculation: aside from avoiding a useless loop
when newcap is very large, this also avoids an infinite loop when newcap
is larger than 1 << 31
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
We do have native support for perspective division on the load/store
unit, but this is for the future, something ideally we would select
generally, not just for textures. Meanwhile, flipping on projector
lowering works now.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This follows the txb implementation, but requires an adjustment to how
the cont/last flags are set.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This replaces bind_vs/fs_state calls to a unified bind_shader_state
call, removing a great deal of duplicated logic related to variant
selection.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This logic is repeated in a bunch of places and will only grow worse as
we support more job types; collect it.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Paralleling emit_uniform_read, this allows varying reads to be emitted
independent of an honest-to-goodness load vary instruction in the NIR.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
I don't think these are actual structures, just figments over
cargoculting dumped memory without making any sense of it. Nothing seems
to break if the region is zeroed out, anyway.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
History lesson! In the early days of a Panfrost, we had a library
independent of the driver called `panwrap` which would be LD_PRELOAD'ed
into a driver to decode its cmdstream in real-time. When upstreaming
Panfrost, we realized that we would much rather have this decode
functionality maintained in-tree to avoid divergence, but that we could
not upstream panwrap because of its use with the legacy API. So we
instead dumped GPU memory to the filesystem with an out-of-tree panwrap,
and decoded that with the in-tree pandecode module. When we migrated to
the new kernel, we just added support for doing this memory dump
directly from the driver (via a module "pantrace").
This works, but dumping memory every frame is sloooooooooooooow and
error-prone. I figured if we have pandecode in-tree, we might as well
link to it directly in the driver, allowing us to decode Panfrost's
command streams without dumping memory to the filesystem first. This
cleans up the code *substantially* and improves dumping performance by a
HUGE margin. I'm talking "several seconds per frame" to "dumping in
real-time" kind of jump.
Note to users: this removes the environmental option "PANTRACE_BASE".
Instead, for equivalent functionality set "PAN_MESA_DEBUG=trace" and
redirect stdout to the file of your choosing.
This should be debugging Panfrost much more pleasant.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The bpp in the dumb buffer creation request is hardcoded to 32, which is an
incorrect assumption as the caller is free to pick any pipe format. Use the
bpp supplied to us through util_format_get_blocksizebits().
Fixes: 3b176c441b "gallium: Add a dumb drm/kms winsys backed swrast provider"
Signed-off-by: Kevin Strasser <kevin.strasser@intel.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
The number of render backends is 16 but the enabled mask is 0xaaaa.
As noticed by Bas, allowing disabled render backends might break
the OCCLUSION_QUERY packet. We don't use it yet but keep this in
mind.
This fixes dEQP-VK.query_pool.* and dEQP-VK.multiview.*.
Cc: 19.0 19.1 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Special care is needed to ensure that when we have two consecutive
calls with the same grid size, we only bail in the second one if it
either don't need the surface state or the surface state was already
uploaded.
v2: Instead of having a new bool in ice->state to know whether we had
a surface, check whether we have state->ref. (Ken)
Clean up the logic a little bit by adding 'grid_updated' local. (Ken)
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com> [v1]
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This implements GLSL disk shader caching for the R300-R500 series of AMD GPUs.
Signed-off-by: Rui Salvaterra <rsalvaterra@gmail.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
This avoids lowering of CS system values by GLSL (configured by state
tracker). In i965 we don't use that lowering, and we also shouldn't
need that in Iris.
Using it cause some unnecessary round trip between values, e.g.:
shader uses gl_LocalInvocationIndex, GLSL rewrites it in terms of
gl_LocalInvocationID, then driver rewrites those in terms of
gl_LocalInvocationIndex again. Copy propagation can make some of
those go away, but not all as seen below.
Intel SKL shader-db results:
total instructions in shared programs: 15595189 -> 15594556 (<.01%)
instructions in affected programs: 74880 -> 74247 (-0.85%)
helped: 81
HURT: 4
helped stats (abs) min: 2 max: 172 x̄: 7.88 x̃: 4
helped stats (rel) min: 0.19% max: 5.66% x̄: 1.71% x̃: 1.23%
HURT stats (abs) min: 1 max: 2 x̄: 1.25 x̃: 1
HURT stats (rel) min: 0.45% max: 1.65% x̄: 0.76% x̃: 0.46%
95% mean confidence interval for instructions value: -11.56 -3.34
95% mean confidence interval for instructions %-change: -1.91% -1.28%
Instructions are helped.
total loops in shared programs: 4831 -> 4831 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total cycles in shared programs: 372136618 -> 372145628 (<.01%)
cycles in affected programs: 9218230 -> 9227240 (0.10%)
helped: 131
HURT: 86
helped stats (abs) min: 1 max: 798 x̄: 39.79 x̃: 12
helped stats (rel) min: <.01% max: 6.75% x̄: 0.42% x̃: 0.13%
HURT stats (abs) min: 2 max: 2442 x̄: 165.38 x̃: 6
HURT stats (rel) min: <.01% max: 20.83% x̄: 0.74% x̃: 0.12%
95% mean confidence interval for cycles value: -2.07 85.11
95% mean confidence interval for cycles %-change: -0.22% 0.30%
Inconclusive result (value mean confidence interval includes 0).
total spills in shared programs: 11956 -> 11950 (-0.05%)
spills in affected programs: 77 -> 71 (-7.79%)
helped: 3
HURT: 0
total fills in shared programs: 25619 -> 25549 (-0.27%)
fills in affected programs: 593 -> 523 (-11.80%)
helped: 4
HURT: 0
LOST: 0
GAINED: 0
Total CPU time (seconds): 1695.69 -> 1706.03 (0.61%)
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Tells whether or not the driver can handle gl_LocalInvocationIndex and
gl_GlobalInvocationID. If not supported (the default), state tracker
will lower those on behalf of the driver.
v2: Add case to u_screen.c. (Anholt)
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Modern DXVK requires event support [1], but looks like it only
uses vkCmdSetEvent() + vkGetEventStatus(). So we can just
borrow the relevant code from gen8, leaving CmdWaitEvents still
unimplemented.
[1] 8c3900c533
v2: Also move CmdWaitEvents into genX_cmd_buffer.c (Jason)
Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The other sources of the bcsel behave like the sources of an and or
other logical operation. However, source zero behaves differently.
It is evaluated as a Boolean, so it needs to be resolved.
No shader-db changes, but the tests mentioned in the bug get a couple
instructions added back.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110857
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Flip the FD_MESA_DEBUG flag to a disable rather than enable, drop the
obsolete comment (and bonus, drop unused softpin debug flag)
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
This is slightly annoying because it *mostly* works.. but we have some
issues to sort out about how to blit z24s8/x24s8/z24x8 with UBWC before
we can enable UBWC by default. For now it is a step forward to at least
enable it for non-z/s while we figure out how to blit z24s8+UBWC.
(The basic issue is that pretending z24s8 is an equivalently sized rgba
format for the purpose of blitting falls apart when UBWC is in the
picture.)
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
No functional change, the registers have the same layout as MRT flags
pitch reg.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
An older blob claims to support UBWC w/ r32ui an r32i, but not r32f.
Results from deqp indicate that it doesn't work with r32ui and r32i.
This *could* also just mean that use as "IBO" (image) is more limited
than as texture, although blob also doesn't seem to bother to try to use
UBWC with images at all, so hard to know for sure.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
We'll need this for a few edge cases, like image/sampler view that uses
a format that UBWC does not support with a resource originally created
in a format that UBWC does support.
NOTE we *could* in some cases do an in-place uncompress. But that has
a couple potential sharp edges:
1) the uncompressed buffer could have different layout, ie. a5xx
with meta and pixel data of layers/levels interleaved.
2) if it comes mid-batch, it would force flush, or somehow fixing
up cmdstream for draws already emitted. But with the resource
shadowing approach we can rely on batch re-ordering to avoid
splitting things.. older draws see the older compressed version,
newer draws see the new uncompressed version of the rsc.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
When uncompressing a UBWC buffer, we don't want to discard anything.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
It doesn't come up yet, as so far we only hit this path with linear
buffers. But it will when we start re-using the shadow path for
uncompressing UBWC buffers.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
To uncompress UBWC, I want to re-use the shadow path, but we'll need a
way to request that the new buffer is not compressed.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
A newly created resource can be regarded as idle. We don't care if
the RESOURCE_CREATE command has been retired, unless it is used for
fencing.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
The round trip to the kernel is expensive. Add a local cache to
avoid it when possible.
There is a race condition when two contexts access the same resource
at the same time (e.g., ctx1 submits a cmdbuf that accesses a
resource while ctx2 maps the resource). But that is probably an app
bug in the first place.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
We should not reuse a resource for other purposes when it can still
be accessed by another process or device.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
This seems to be a performance win, but more rigorous testing is
necessary to figure out the exact circumstances when this is good/bad.
Incidentally, this fixes non-aligned ZS.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
For constant LODs/biases, we can use an immediate embedded in the
texture (already decoded); for non-constant, we have to use a register
squeezed into the usual immediate field, which is decoded here.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's not at all clear why this work for texelFetch but not texture.
Maybe the top bits are dual-purpose on other texturing ops...?
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This is clear for texelFetch, hence the confusion with Bifrost's filter
field, but it's much more general in reality.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
With an extra flag, we're able to do a perspective division "for free"
while loading a varying.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This patch identifies the two modes of offsets in a texture instruction
(immediate and register, disambiguated by the bit-once-known-as
"has_offset") and implements disassembly for both.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This eliminates some unknowns, clarifies 3D textures, and will maybe
help with array/shadow textures?
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
According to the Vulkan spec, inline uniform blocks are not allowed
to be updated through vkCmdPushDescriptorSetKHR().
These are the spec quotes from "13.2.1. Descriptor Set Layout"
that are relevant for this case:
"VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR specifies
that descriptor sets must not be allocated using this layout, and
descriptors are instead pushed by vkCmdPushDescriptorSetKHR."
"If flags contains
VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR, then all
elements of pBindings must not have a descriptorType of
VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT".
There is no explicit mention in vkCmdPushDescriptorSetKHR() to forbid
this case but it is implied in the creation of the descriptor set
layout as aforementioned.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
According to the Vulkan spec, inline uniform blocks are not allowed
to be updated through vkCmdPushDescriptorSetKHR().
These are the spec quotes from "13.2.1. Descriptor Set Layout"
that are relevant for this case:
"VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR specifies
that descriptor sets must not be allocated using this layout, and
descriptors are instead pushed by vkCmdPushDescriptorSetKHR."
"If flags contains
VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR, then all
elements of pBindings must not have a descriptorType of
VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT".
There is no explicit mention in vkCmdPushDescriptorSetKHR() to forbid
this case but it is implied in the creation of the descriptor set
layout as aforementioned.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
`memcmp()` compares a given number of bytes, but `EGLAttrib` is larger than a byte.
Fixes: 8e991ce539 "egl: handle the full attrib list in display::options"
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The number of elements to draw should not be affected by the offset.
A similar fix was submitted for a6xx at 79180a05.
Fixes these dEQP tests on a5xx:
dEQP-GLES31.functional.draw_indirect.compute_interop.large.drawelements_separate_grid_500x500_drawcount_8
dEQP-GLES31.functional.draw_indirect.compute_interop.large.drawelements_separate_grid_500x500_drawcount_2500
dEQP-GLES31.functional.draw_indirect.compute_interop.large.drawarrays_separate_grid_500x500_drawcount_2500
dEQP-GLES31.functional.draw_indirect.compute_interop.large.drawarrays_combined_grid_500x500_drawcount_2500
dEQP-GLES31.functional.draw_indirect.compute_interop.large.drawelements_combined_grid_500x500_drawcount_8
dEQP-GLES31.functional.draw_indirect.compute_interop.large.drawelements_combined_grid_500x500_drawcount_2500
Reviewed-by: Rob Clark <robdclark@gmail.com>
When decompressing resolve source images, we should rely on the
framebuffer layer count instead of resolving all images layers.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Use an explicit pipeline barrier for doing layout transitions
instead of duplicating some code.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When resolving inside a subpass, we should rely on the framebuffer
layer count instead of resolving all images layers. This should
improve performance of layered resolves a bit.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Was watching a presentation on YT where this was used and it turns
out it is not invalid.
The only case it is actually valid as format in the creation of an
image or image view is with Android Hardware Buffers which have
their format specified externally.
So we can just ignore all entries with VK_FORMAT_UNDEFINED.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
uintptr_t is 32-bits then and shifting it by 32 bits results in undefined
behavior IIRC.
Fixes: b3c8de1c55 "radv: save all descriptor pointers into the trace BO"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
With this commit all remaining compilation tests in Piglit for
ARB_fragment_shader_interlock will pass.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
Generalize the barrier code to provide correct error messages for
other builtins.
Fixes most of piglit compilation tests for
ARB_fragment_shader_interlock.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
The rules added in patch 3addd7c are inverted:
It should be:
(al * bh) << 16 + c
instead of:
(ah * bl) << 16 + c
Fixes a number of regressions under
dEQP-GLES31.functional.draw_indirect.compute_interop.large.*
on Freedreno.
Reviewed-by: Rob Clark <robdclark@gmail.com>
We postfix instructions by their size if a destination override is in
place (a la AT&T assembly), disambiguating instruction sizes.
Previously, "16-bit instruction, 16-bit dest, 16-bit sources"
disassembled identically to "32-bit instruction, 16-bit dest, 16-bit
sources", which is semantically distinct due to the lessened opportunity
for parallelism but (potentially) greater precision. Adding a postfix
removes the ambiguity and relieves mental gymnastics reading weird
disassemblies even in some cases that are not ambiguous.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Midgard ALUs can operate in one of four modes: vec2 64-bit, vec4 32-bit,
vec8 16-bit, or vec16 8-bit. Our compiler (and indeed, any OpenGL ES
shader) only uses 32-bit (and eventually vec4 16-bit) modes in normal
circumstances. Nevertheless, the other modes do exist and are easily
accessible through OpenCL; they also come up in cases like blend
shaders.
While we have had minimal support for decoding 8-bit/64-bit modes, we
did so pretending they were vec4 in each case; 16-bit registers had a
synthetically duplicated register file to separate lo/hi halves, etc.
This works for GL, but it doesn't map to what the hardware is -actually-
doing, which can cause some headscratchingly bizarre disassemblies from
OpenCL. So, we dive in the deep end and support these other modes
natively in the disassembler, using absurdly long masks/swizzles, since
the hardware is considerably more flexible than what was exposed before.
Outside of some fixed routines for blending, none of the above is
supported in the compiler yet. But it's better to have it in the ISA
definitions and disassembler than not, for future use if nothing else.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
As a source modifier, shift allows shifting a value left by the bit
size, useful in conjunction with a greater register mode, for instance
to implement `upsample`. As a concrete example, the following OpenCL:
ushort hr0 = /* ... */, uint r1 = /* ... */;
uint r2 = (convert_uint(hr0) << 16) ^ b;
compiles to the following Midgard assembly:
ixor r, (hr0) << 16, b
In reverse, the ".hi" output modifier shifts the value right by the bit
size, leaving just the carry/overflow at the bottom. To implement *_hi
functions in OpenCL (for <64-bit), we do arithmetic in the 2x higher
mode with the .hi modifier. (For 64-bit, things are hairier, since there
is not an 128-bit int mode).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
For floats, output modifiers determine clamping behaviour. For integers,
they determine wrapping/saturation behaviour (or shifting -- see next
commit). These are very different; they are conceptually two unrelated
enums union'ed together; the distinction is responsible for many-a-bug.
While clamping behaviour for floats was clear from GL, the int behaviour
is only known From OpenCL contortion with convert_*_sat() functions.
With the underlying functions known, clean up the codebase, likely
fixing outmod type related bugs in the process.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
OP_TYPE_CONVERTS denotes an opcode that returns a different type than is
source (going from int-domain to float-domain or vice versa), named
after the f2i/i2f family of opcodes it covers. We care because source
mods are determined by the source type (i/f) but output modifiers are
determined by the output type (equals the source type, unless the op
type converts, in which case it's the opposite).
The upshot is that floating-point compares (feq/fne/etc) actually do
type-convert. That is, that take in floating-points and output in
integer space (a boolean), so we mark them off this way to ensure the
correct output modifiers are used.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's just -easier- to render to aligned framebuffers. For winsys
targets, we already align, but even for an internal linear FBO we ought
to align everything nicely.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Now that we support custom strides on mipmapped textures (theoretically,
at least), extend the stride check to support mipmaps. Fixes incorrect
strides of linear windows in Weston.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
We move some coding packing the texture/sampler descriptors into
dedicated functions (out of the terrifyingly long emit_for_draw
monolith), cleaning them up as we go.
The discovery triggering the cleanup is the format for including manual
strides in the presence of mipmaps/cubemaps. Rather than placed at the
end like previously assumed, they are interleaved after each address.
This difference is relevant when handling NPOT linear mipmaps.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We refactor the wallpaper rendering code to separate the
wallpaper-specific bits from the general blitting capabilities. In the
(hopefully near) future, we'll turn this on to implement real Gallium
blits, e.g. for automatic mipmap generation.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This patch does a substantial cleanup of the code for handling AFBC,
moving various disparate misplaced functions into a new central
pan_afbc.c file.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The title of the release notes says 19.0.5 while the rest of the file
(correctly) says 19.0.6
Fixes: fe79d75ccf ("docs: Add relnotes for 19.0.6")
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Dylan Baker <dylan at pnwbakers.com>
Earlier commit converted ES1 and ES2 to a new, much simpler, dispatch
generator. At the same time, GL/glapi and the driver side are still
using the old code.
There is a hidden ABI between GL*.so and glapi.so, former referencing
entry-points by offset in the _glapi_table. Hence earlier commit added
the full table of entry-points, alongside a marker for other cases like
indirect GL(X) and driver-size remapping.
Yet the patches did not handle things fully, thus it was possible to
get different interpretations of the dispatch table after the marker.
This commit fixes that adding an indicative error message to catch
future bugs.
While here correct the marker (MAX_OFFSETS) comment.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110302
Fixes: cf317bf093 ("mapi: add all _glapi_table entrypoints tostatic_data.py")
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
As elaborated in the next patch, there is some hidden ABI that
effectively require most entrypoints to be listed in the file.
Cc: Marek Olšák <marek.olsak@amd.com>
Fixes: d2906293c4 ("mesa: EXT_dsa add selectorless matrix stackfunctions")
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
In the call arguments to dri2_create_drawable decouple loaderPrivate
from dri2_surf. For all callers of dri2_create_drawable the two
pointers are the same with the exception of the gbm backed platform.
Let the calling code of dri2_create_drawable decide what
loaderPrivate shall be.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
When alphaToCoverage is enabled, we should always write the alpha
channel of MRT0 if it's unused. This now matches RadeonSI.
This fixes the new CTS:
dEQP-VK.pipeline.multisample.alpha_to_coverage_unused_attachment.samples_*.alpha_invisible
Cc: 19.0 19.1 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl
Use the infrastructure in wayland/ci-templates to build the container
images.
This prevents from getting into some situations in which the images
wouldn't be rebuilt, and allows us to share some infrastructure with
other projects in freedesktop.org.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Suggested-by: Michel Dänzer <michel@daenzer.net>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We were dropping "/' around arguments grouped together.
This was triggering failures with :
$ ./framemetrics -g "Memory Writes Distribution Gen9" -o /tmp/output.csv -f ./my.trace 10 11
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Since we don't normally flush before performing copy transfers, it's
possible in some scenarios to use too much memory for staging resources
and start failing. This can happen either because we exhaust the total
available memory (including system memory virtio-gpu swaps out to), or,
more commonly, because the total size of resources in a command buffer
doesn't fit in virtio-gpu video memory.
To reduce the chances of this happening, force a flush before a copy
transfer if the total size of queued staging resources exceeds a certain
limit. Since after a flush any queued staging resources will be
eventually released, this ensures both that each command buffer doesn't
require too much video memory, and that we don't end up consuming too
much memory for staging resources in total.
Fixes kernel errors reported when running texture_upload tests in glbench.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Now that we have copy transfers in place, we can remove the incorrect
resource wait condition. Copy transfers and other optimizations minimize
the performance impact of this removal, while providing the correct
behavior.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Extend copy transfers to also be used for busy textures.
Performance results:
Unigine Valley, qemu before: 22.7 FPS after: 23.1 FPS
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
We typically need to wait for a buffer to become ready before mapping,
so that we don't write new contents while the host is still using the
old contents. However, if we are allowed to discard the contents of the
mapped buffer range, then we can avoid waiting by using a staging buffer
range which we guarantee to never be busy, copying from the staging
buffer range to the target buffer in the host.
This commit implements this optimization by utilizing a dedicated
u_upload_mgr for the staging buffer.
Performance results:
Twilight Struggle (Steam/Proton), qemu before: 7 FPS after: 25 FPS
glmark2 ubo, qemu before: 38 FPS after: 331 FPS
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Suggested-by: Gurchetan Singh <gurchetansingh@chromium.org>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Support transfers that use a different resource as the source of data to
transfer. This will be used in upcoming commits to send data to host
buffers through a transfer upload buffer, in order to avoid waiting
when the buffer resource is busy.
Note that we don't support queueing copy transfers in the transfer
queue. Copy transfers should be emitted directly in the command queue,
allowing us to avoid flushes before them and leads to better
performance.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Introduce definitions for the copy_transfer3d protocol command and virgl
capability. This command transfers data to the host by copying through
another resource, and will be used in upcoming commits to avoid waiting
when transferring data for busy resources.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
This could help performance when trying to recreate such resources for
copy transfers.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Support a new virgl bind type for staging buffers which don't require
dedicated host-side storage. These will be used to implement copy
transfers.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
If we are not allowed to block, and we know that we will have to wait,
either because the resource is busy, or because it will become busy due
to a readback, return early to avoid performing an incomplete
transfer_get. Such an incomplete transfer_get may finish at any time,
during which another unsynchronized map could write to the resource
contents, leaving the contents in an undefined state.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Suggested-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Also fixes a missed check for VIRGL_BIND_CUSTOM in one of the duplicate
code snippets.
Note that legacy fences also use VIRGL_BIND_CUSTOM, but we ensured they
don't go through the cache in the previous commit.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Resources for fences should not be from the cache, since we are basing
the fence status on the resource creation busy status.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
We will need the full info. This also speeds up
virgl_attach_res_atomic_buffers and fixes resource leaks when the
context is destroyed.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
virgl_shader_binding_state will be used to manage all per-stage
shader bindings. For now, it manages only sampler views.
This replaces virgl_textures_info and fixes some issues
- start_slot is now honored
- views outside of [start_slot, slart_slot+count) are unmodified
- views are released when the context is destroyed
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Fixes valgrind errors when running two CTS tests back to back:
- KHR-GL45.shader_image_load_store.basic-allTargets-loadStoreT*
(The first test has an actual TCS, the second uses passthrough.)
This restriction was accidentally added to the BSpec/PRM as an
unrestricted restriction starting with the HSW docs and it was never
removed. However, it only ever applied to HSW and actually potentially
causes problems on BDW and above where we have mipmapped fast-clears.
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Split out a separate program config state group to run early before the
other groups.
This seems to help w/ intermittent "missed tiles" (although I had
assumed that was a mem2gmem issue), or at least I can't reproduce that
issue with this patch, but can without.
It has the benefit of HLSQ_VS_CNTL.CONSTLEN matching for VS and BS.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
With the newer (v1.76) fw, we were getting hangs (compared to older
v1.66 fw). Re-work the GMEM code to structure things a bit closer to
the blob. This moves some PKT7 packets from IB2 to IB1, which I think
is what was confusing SQE and causing it to get stuck in an infinite
loop. But in general structuring things at least closer to the same way
blob does makes it easier to compare cmdstream.
Note: this is a bit on the large side for what I'd normally consider for
stable.. but right now it is looking like it is the newer fw that is
headed for linux-firmware. This should defn have some soak time on
master, but probably a good idea for this patch to end up in distro mesa
builds by the time a630_sqe.fw hits linux-firmware.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
This seems to be in a block of non buffered/context regs. Blob always
WFIs before write, so probably a good idea.
Annoyingly, compared to ealier gens, it is a bit harder to tell from the
register offset whether it is a buffered reg, it isn't as simple as
everything below 0x2000, it seems.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
In some cases the draw for the text wasn't working. This seems to be
fixed by resyncing some of the "golded registers" from blob (initial
values were based on somewhat older blob version).
Perhaps good to have a bit of soak time on master, but would be good
to eventually land in 19.x stable branches.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
On CNL+, the clear color struct is composed of RGBA channel values and
fields which are either reserved by the HW or used to control
fast-clears. Currently anv initializes the channel values to zero and
allows the other fields to be undefined.
Satisfy the MBZ field requirements by removing an optimization that
doesn't hold true for CNL+ and pulling in the number of dwords to
initialize from ISL.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fix compilation where the DWORD type is used with a format, after
-Werror-format added by c9c1e261.
Some Win32 API types are different fundamental types in the 32-bit and
64-bit versions. This problem is then further compounded by the fact
that whilst both 32-bit Cygwin and 32-bit MinGW use the ILP32 data
model, 64-bit MinGW uses the LLP64 data model, but 64-bit Cygwin uses
the LP64 data model. This makes it near impossible to write printf
format specifiers which are correct for all those targets.
In the Win32 API, DWORD is an unsigned, 32-bit type. So, it is defined
in terms of an unsigned long, except in the LP64 data model used by
64-bit Cygwin, where it is an unsigned int.
It should always be safe to cast it to unsigned int and use %u or %x.
Reviewed-by: Eric Anholt <eric@anholt.net>
I recently discovered that the following code lead to valgrind errors:
struct isl_swizzle swizzle = ISL_SWIZZLE_IDENTITY;
VALGRIND_CHECK_MEM_IS_DEFINED(&swizzle, sizeof(swizzle));
which is surprising, because struct isl_swizzle is simply:
struct isl_swizzle {
enum isl_channel_select r:4;
enum isl_channel_select g:4;
enum isl_channel_select b:4;
enum isl_channel_select a:4;
};
and the above code initializes all of them with a C99 initializer.
Iván Briano reminded me that C99 initializers don't necessarily zero
padding. A quick inspection revealed that sizeof(struct isl_swizzle)
was 4 (rather than the expected 2). Ian Romanick suggested changing
it to uint16_t, since this is essentially dicing up an unsigned, and
that worked.
This patch marks enum isl_channel_select packed, changing its size
from 4 bytes to 1 byte. This then makes struct isl_swizzle 2 bytes,
with no bogus padding fields. This eliminates valgrind undefined
memory warnings.
These isl_swizzle values become part of our BLORP blit program keys,
which are then hashed. This undefined padding was being included in
the hashing, possibly leading to issues. I originally saw this error
when running KHR-GL45.texture_size_promotion.functional in iris under
valgrind.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We were previously lowering to inand, but the second arg was not
duplicated so inot would always return ~0. Oops.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This uses the new mesa/st functionality for NIR I/O vectorization, which
eliminates a number of corner cases (resulting in assorted dEQP
failures and regressions) and should improve performance substantial due
to lessened pressure on the load/store pipe.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This pass interfered with the more delicate path required for
non-vectorized I/O. It's also ugly and duplicating the job of an actual
honest-to-goodness scheduler.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This now boils down to just picking between binning or vertex shader
and dummy_fs or real fs, which we can do in a couple of lines of code
instead. The constlen logic isn't doing what it thinks it's doing,
both constlens at this point
MAX2(s[VS].constlen, align(state->bs->constlen, 4));
are binning shader constlens. We'll have to revisit the constlen
logic, but this commit doesn't change how it works.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
We have a similar function in fd6_program.c. Move to fd6_emit.h and
share.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
There's already a bit of duplicated logic here and tessellation will
add more. Build up dword 0 in fd6_draw_vbo() and drop the a4xx in the
process.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
From the Vulkan spec 1.1.109:
"Some implementations may need to evaluate depth image values
while performing image layout transitions. To accommodate this,
instances of the VkSampleLocationsInfoEXT structure can be
specified for each situation where an explicit or automatic
layout transition has to take place. [...] and
VkRenderPassSampleLocationsBeginInfoEXT can be chained from
VkRenderPassBeginInfo to provide sample locations for layout
transitions performed implicitly by a render pass instance."
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
From the Vulkan spec 1.1.109,
"Some implementations may need to evaluate depth image values
while performing image layout transitions. To accommodate this,
instances of the VkSampleLocationsInfoEXT structure can be
specified for each situation where an explicit or automatic
layout transition has to take place. VkSampleLocationsInfoEXT
can be chained from VkImageMemoryBarrier structures to provide
sample locations for layout transitions performed by
vkCmdWaitEvents and vkCmdPipelineBarrier calls."
This handles explicit depth/stencil layout transitions performed
with CmdWaitEvents() or CmdPipelineBarrier().
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
If VK_EXT_sample_locations is used, the driver might need to emit
the sample locations specified during layout transitions.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This will be used for the depth decompress pass that might need
to emit variable sample locations during layout transitions.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We run a ton of backend specific passes here (mostly brw_preprocess_nir)
and ought to sweep up any unused memory at this point, since we're going
to hang on to this NIR for as long as the linked program lives.
Currently, ir3 backend compiler is lowering integer multiplication from:
dst = a * b
to:
dst = (al * bl) + (ah * bl << 16) + (al * bh << 16)
by emitting this code:
mull.u tmp0, a, b ; mul low, i.e. al * bl
madsh.m16 tmp1, a, b, tmp0 ; mul-add shift high mix, i.e. ah * bl << 16
madsh.m16 dst, b, a, tmp1 ; i.e. al * bh << 16
which at that point has very low chances of being optimized.
This patch adds a new nir_algebraic.AlgebraicPass to performs this
lowering during NIR algebraic optimization passes, giving it a better
chance for optimizing the resulting code.
Reviewed-by: Eric Anholt <eric@anholt.net>
For umul_low (al * bl), zero is returned if the low 16-bits word of either
source is zero.
for imadsh_mix16 (ah * bl << 16 + c), c is returned if either 'ah' or 'bl'
is zero.
A couple of nir_search_helpers are added:
is_upper_half_zero() returns true if the highest word of all components of
an integer NIR alu src are zero.
is_lower_half_zero() returns true if the lowest word of all components of
an integer nir alu src are zero.
Reviewed-by: Eric Anholt <eric@anholt.net>
'umul_low' is the low 32-bits of unsigned integer multiply. It maps
directly to ir3's MULL_U.
'imadsh_mix16' is multiply add with shift and mix, an ir3 specific
instruction that maps directly to ir3's IMADSH_M16.
Both are necessary for the lowering of integer multiplication on
Freedreno, which will be introduced later in this series.
Reviewed-by: Eric Anholt <eric@anholt.net>
Commit 2282ec0a refactored drawable creation across various platforms
into a new dri2_create_drawable helper function.
The GBM code in platform_drm.c code passed in dri2_surf->gbm_surf as the
loaderPrivate, while most other backends passed in dri2_surf directly.
To try and handle this, the patch checked if dri2_surf->gbm_surf was
non-NULL, and if so, presumed that the caller is the DRM platform and
we should use the dri2_surf->gbm_surf pointer.
This worked for most platforms, which calloc their dri2_surf structure,
zeroing the data. Unfortunately, platform_x11.c used malloc, leaving
most of the dri2_surf as garbage. In particular, dri2_surf->gbm_surf
was often non-NULL, causing dri2_create_drawable to try and use it,
passing a garbage pointer to the createNewDrawable hook, usually leading
to a SIGBUS or SIGSEGV when trying to dereference that bad pointer.
Since most callers calloc the data, make platform_x11.c follow suit.
Fixes crashes with i915_dri.so when running dEQP-GLES2.
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Fixes formatting errors for 32 bit compilations, eg:
error: format specifies type 'unsigned long' but the argument has
type 'uint64_t' (aka 'unsigned long long') [-Werror,-Wformat]
printf("result1 = %lu result2 = %lu\n", res1.u64, res2.u64);
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Crash introduced in "b38dab101ca7e0896255dccbd85fd510c47d84d1" but not
adding a Fixes tag since it's our bug anyway.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
HTML has the <p>-tag for this purpose. It adds some margins, but that
just makes this read better, IMO.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
This reads better if we include the asterisk in the code-block, as it's
part of the function-reference, even though it's not technically
speaking code. But as the <code>-tag isn't purely for code, this should
be fine.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Looks like I missed a few cases when I recently added more code-tags
here. So let's add these cases as well.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
When rewriting 20c56e18c2 after review, I accidentally dropped the "at"
here. Sorry for that, and let's fix it up!
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Fixes: 20c56e18c2 ("docs: use proper links instead of code-tags")
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
AHARDWAREBUFFER_FORMAT_Y8Cb8Cr8_420 is an implementation defined
flexible YUV format. Most of the times, it's NV12 or YV12.
On Intel, NV12 is preferred since it can be used by the display
engine.
This API adds a dependency between gralloc and buffer consumers,
unfortunately. Right now, the code seems to work for i915 gralloc,
but not cros_gralloc. Add a preprocessor flag to fix this.
TEST=android.graphics.cts.MediaVulkanGpuTest#testMediaImportAndRendering
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
When e9d935ed0e added force_dcc_off(), we forced it off for any
preloaded image descriptor which had stores associated with them, since
the same preloaded descriptors were used for loads and stores. However,
when the preloading was removed in 16be87c904, the existing logic was
kept despite it not being necessary anymore. The comment above
force_dcc_off() only mentions stores, so only force DCC off for stores.
Cc: Nicolai Hähnle <nicolai.haehnle@amd.com>
Cc: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Depending on whether compiled with frame-pointer or not, the temporary
memory location used for the bp parameter in these macros are referenced
relative to the stack pointer or the frame pointer.
Hence we can never reference that parameter when we've modified either
the stack pointer or the frame pointer, because then the compiler would
generate an incorrect stack reference.
Fix this by pushing the temporary memory parameter on a known location on
the stack before modifying the stack- and frame pointers.
Also in case of failuire RPCI channel is not closed which lead to vmx
running out of channels.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Deepak Rawat <drawat@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
Reviewed-by: Thomas Hellstrom <thellstrom@vmware.com>
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
This might fix initial subpass transitions when multiview is used.
Noticed while implementing sample locations during layout transitions.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Checking isl_fmt returned value in assert seems appropriate
instead of format variable.
Fixes: f1654fa7e3 "anv/android: support creating images from external format"
Signed-off-by: Nataraj Deshpande <nataraj.deshpande@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
We were not accountint for small immediates in the B mux so the scheduler
was interpreting these are regular register file accesses, which could
lead to additional (incorrect) write-read dependencies.
Shader-db changes:
total instructions in shared programs: 9163664 -> 9137263 (-0.29%)
instructions in affected programs: 3931035 -> 3904634 (-0.67%)
helped: 12457
HURT: 2563
total max-temps in shared programs: 1325787 -> 1325597 (-0.01%)
max-temps in affected programs: 5746 -> 5556 (-3.31%)
helped: 186
HURT: 16
helped stats (abs) min: 1 max: 4 x̄: 1.12 x̃: 1
helped stats (rel) min: 1.45% max: 22.22% x̄: 4.42% x̃: 3.28%
HURT stats (abs) min: 1 max: 3 x̄: 1.12 x̃: 1
HURT stats (rel) min: 2.86% max: 10.00% x̄: 5.76% x̃: 5.88%
95% mean confidence interval for max-temps value: -1.04 -0.84
95% mean confidence interval for max-temps %-change: -4.16% -3.07%
Max-temps are helped.
Reviewed-by: Eric Anholt <eric@anholt.net>
Program may need no regalloc at all, e.g. in case when program consists
of single discard op.
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
If we insert a NULL key, it will appear to succeed but will mess up
entry counting. Similar errors can occur if someone accidentally
inserts the deleted key. The later is highly unlikely but technically
possible so we should guard against it too.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
If we insert a NULL key, it will appear to succeed but will mess up
entry counting. Similar errors can occur if someone accidentally
inserts the deleted key. The later is highly unlikely but technically
possible so we should guard against it too.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This is the same as the need_dest parameter to
prepare_alu_destination_and_sources. This allows us to not change the
register that is expected to hold an result if an instruction is
re-emitted. This is particularly a problem if the re-emitted
instruction is a partial write. A later patch will use this feature.
No shader-db changes on any Intel platform.
v2: Don't do the Boolean resolve when there is no destination. If the
ALU instruction didn't write a register, there's nothing to resolve.
This replaces an earlier patch "intel/fs: Allocate dummy destination
register when need_dest is false".
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
There were two errors. First, the pass could propagate conditional
modifiers from an instruction that writes on flag register to an
instruction that writes a different flag register. For example,
cmp.nz.f0.0(16) null:F, vgrf6:F, vgrf5:F
cmp.nz.f0.1(16) null:F, vgrf6:F, vgrf5:F
could be come
cmp.nz.f0.0(16) null:F, vgrf6:F, vgrf5:F
Second, if an instruction writes f0.1 has it's condition propagated, the
modified instruction will incorrectly write flag f0.0. For example,
linterp(16) vgrf6:F, g2:F, attr0:F
cmp.z.f0.1(16) null:F, vgrf6:F, vgrf5:F
(-f0.1) discard_jump(16) (null):UD
could become
linterp.z.f0.0(16) vgrf6:F, g2:F, attr0:F
(-f0.1) discard_jump(16) (null):UD
None of these cases will occur currently. The only time we use f0.1 is
for generating discard intrinsics. In all those cases, we generate a
squence like:
cmp.nz.f0.0(16) vgrf7:F, vgrf6:F, vgrf5:F
(+f0.1) cmp.z(16) null:D, vgrf7:D, 0d
(-f0.1) discard_jump(16) (null):UD
Due to the mixed types and incompatible conditions, this sequence would
never see any cmod propagation. The next patch will change this.
No shader-db changes on any Intel platform.
v2: Fix typo in comment in test case subtract_delete_compare_other_flag.
Noticed by Caio.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Tests like this should have been added in 4467040cb6 ("i965/fs:
Propagate conditional modifiers from not instructions").
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This patch makes blorp_blit handle SINT<->UINT blit value clamping.
After reading the source's integer data (which is expanded to 32-bit),
we either IMAX with 0 (for SINT -> UINT, to clamp negative numbers) or
UMIN with (1 << 31) - 1 (for UINT -> SINT, to clamp positive numbers
outside of the representable range).
Such blits are not allowed by the OpenGL or Vulkan APIs directly:
The Vulkan 1.1 spec for vkCmdBlitImage says:
"Integer formats can only be converted to other integer formats with
the same signedness."
The GL 4.5 spec for glBlitFramebuffer says:
"An INVALID_OPERATION error is generated if format conversions are
not supported, which occurs under any of the following conditions:
[...]
* The read buffer contains unsigned integer values and any draw
buffer does not contain unsigned integer values.
* The read buffer contains signed integer values and any draw buffer
does not contain signed integer values."
However, they are useful for other operations, such as texture upload
and download, which typically are implemented via blorp_blit(). i965
has code to fall back in this case (which the next commit will delete),
and Gallium expects blit() to handle this case for texture upload.
Fixes the following tests on iris:
- GTF-GL46.gtf32.GL3Tests.packed_pixels.packed_pixels
- GTF-GL46.gtf32.GL3Tests.packed_pixels.packed_pixels_pbo
- GTF-GL46.gtf32.GL3Tests.packed_pixels.packed_pixels_pixelstore
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Both GLSL IR and NIR perform the same mod -> floor lowering for 32-bit
types. But nir_lower_double_ops is slightly more defensive against
lowered drcp precision loss, and handles mod(x, x) = 0 directly. This
works well...assuming nir_lower_double_ops actually gets an fmod op to
lower in the first place.
The previous patches enabled NIR-based lowering for the remaining
drivers, so we can stop using the GLSL IR lowering when using NIR.
Fixes KHR-GL45.gpu_shader_fp64.builtin.mod_dvec[234] on iris.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Currently, st/mesa is always calling the GLSL IR lower_instructions()
pass with MOD_TO_FLOOR set, so mod operations will be lowered before
ever reaching NIR. This enables the same lowering at the NIR level,
which will let me shut off the GLSL IR path for NIR-based drivers.
The AMD NIR backend also has code to handle fmod, so we could
potentially skip this and still be fine. I don't have an opinion
on that.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Currently, st/mesa is always calling the GLSL IR lower_instructions()
pass with MOD_TO_FLOOR set, so mod operations will be lowered before
ever reaching NIR. This enables the same lowering at the NIR level,
which will let me shut off the GLSL IR path for NIR-based drivers.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Eric Anholt <eric@anholt.net>
Currently, st/mesa is always calling the GLSL IR lower_instructions()
pass with MOD_TO_FLOOR set, so mod operations will be lowered before
ever reaching NIR. This enables the same lowering at the NIR level,
which will let me shut off the GLSL IR path for NIR-based drivers.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Eric Anholt <eric@anholt.net>
We originally had a single lower_fmod option. In commit 2ab2d2e5, Sam
split 32 and 64-bit lowering into separate flags, with the rationale
that some drivers might want different options there. This left 16-bit
unhandled, so Iago added a lower_fmod16 option in commit ca31df6f.
Now that lower_fmod64 is gone (in favor of nir_lower_doubles and
nir_lower_dmod), we re-combine lower_fmod16 and lower_fmod32 into a
single lower_fmod flag again. I'm not aware of any hardware which
need lowering for one bitsize and not the other.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
nir_lower_doubles offers a wide variety of fp64 lowering, including
lowering fmod@64. The version there also better handles imprecisions
due to lowered frcp@64. Let's consolidate on one version.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
I don't think panfrost actually does doubles yet, but it at least
claims to support PIPE_CAP_DOUBLES, so at least pretend to switch
to the new lowering.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We currently have two duplicate mechanisms for lowering fmod@64.
One is a nir_opt_algebraic rule keyed off of options->lower_fmod64,
and the other is nir_lower_doubles, which offers a full gamut of
fp64 lowering. The latter works slightly better in some corner cases,
so I'm trying to eliminate lower_fmod64 and drop the redundancy.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
These checksums were obtained by downloading the releases from
ftp://ftp.freedesktop.org/pub/mesa/older-versions/9.x/9.2.2/ and
running md5sum on them.
Hopefully the server wasn't compromised since release.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
A definition list is a better semantic match for what this list is
supposed to convey, so let's use that instead. And while we're at it,
let's add some code-tags around filenames, as they stand a bit more out
that way.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
A HTML definition-list is more semantically strong than just some
unordered list, and renders a bit cleaner by default. So let's use that
instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
These links are a bit odd in that the URLs are simply placed in
code-tags. This makes them harder to work with. Let's use proper
links instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
These half-way structured sections are needlessly problematic to
translate cleanly to other markup-languages, so let's just make this
into a free-form paragraph instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
This makes this document a bit more structured, which is generally
considered a good thing for HTML. It will also translate a bit better
into other markup-formats.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
The different headers and header-sizes already convey the hierarchical
structure of this document, the unusual spacing arguably just looks a
bit inconsistent with the rest of the site. Let's remove it; it looks
fine without it, and will translate better to other markup languages.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
It's easier to read function-names, file-names and other
"machine"-related strings if they are formatted in a monospace font. So
let's mark these up with code-tags.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
The tt-tag has been removed from HTML5, so let's normalize this to
code-tags intead. This just makes things a bit more consistent, as we've
mixed these left and right so far anyway.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
The pipeline register creation algorithm is only valid for SSA indices;
NIR registers and such cannot be pipelined without more complex
analysis. However, there are the ocassional class of "liars" -- indices
that claim to be SSA but are not. This occurs in the blend shader
prologue, for example. Detect this and just bail quietly for now.
Eventually we need to rewrite the blend shader prologue to occur in NIR
anyway (which would mitigate the issue), but that's more involved and
depends on a better understanding of pixel formats in blend shaders (for
non-RGBA8888/UNORM cases).
Fixes some blend shader regressions.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This piece of code was cargo-culted from the ir3 standalone compiler and
made sense when we were a standalone compiler ourselves. Unfortunately,
for the online compiler, mesa/st *already handles this for us* and if we
duplicate it here, we're duplicating it *incorrectly*. So just delete
these lines and fix a heck of a lot of tests.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
If by flush time the client hasn't submitted a clear, add jobs for
reloading the framebuffer contents as the first draw in the frame.
This is required by programs such as Weston which don't do clears and
rely on the previous contents of the framebuffer being there.
Reloading the whole framebuffer on every frame without regards to what
is needed or what is going to be covered is very inefficient, but future
work will introduce support for damage regions and partial updates so we
know what needs to be actually reloaded.
Fixes quite a few tests in dEQP-EGL.functional.buffer_age.*.
[Alyssa: The context is that tilers do an implicit glClear() on every
frame, whether you asked them to or not. If you want a clear, this is
very efficient. But if you don't, you have to explicitly blit the
backbuffer back into tile memory, accomplished by a dummy texturing
draw. This patch generates that draw via u_blitter, although we could do
a bit better ourselves by eliding the vertex job. This fixes "black
rectangles in Weston/sway" as well as "video not displaying when UI
visible in mpv"]
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The mesa/st flips the viewport, so we respect that rather than
trying to flip the framebuffer itself and ignoring the viewport and
using a messy heuristic.
However, this brings an underlying disagreement about the interpretation
of winding order to light. The blob uses a different strategy than Mesa
for handling viewport Y flipping, so the meanings of the winding order
bit are flipped for it. To keep things clean on our end, we rename to
explicitly use Gallium (rather than flipped OpenGL) conventions.
Fixes upside-down Xwayland/egl windows.
v2: Adjust lowering configuration to correctly flip gl_PointCoord.y and
gl_FragCoord.y. v1 was R-b'd by Tomeu, but then retracted due to these
regressions which are not fixed.
Suggested-by: Rob Clark <robdclark@chromium.org>
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Sort-of-reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
This patch allows nine to read the preferred IR from pipe caps and use
NIR when that is preferred by the driver, by calling tgsi_to_nir. Also
adds some debug options that allow overriding it.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Axel Davy <davyaxel0@gmail.com>
We're currently trying to detect dynamic loading config support by
trying to remove to test config (hard coded in the i915 driver) and
checking we get ENOENT.
This can fail if the test config was updated in Mesa but not yet in
i915.
A better way to do this is to pick an invalid ID and check for ENOENT.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Since NIR_PASS no longer swaps out the NIR pointer when NIR_TEST_* is
enabled, we can just take a single pointer and not a pointer to pointer.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Now that NIR_TEST_* doesn't swap the shader out from under us, it's
sufficient to just modify the shader rather than having to return in
case we're testing serialization or cloning.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Instead, we add a new helper which stomps one nir_shader and replaces it
with another. The new helper effectively just changes which pointer
gets used for the base nir_shader. It should be 99% as good at testing
cloning but without requiring that everything handle having the shader
swapped out from under it constantly.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108957
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Rob Clark <robdclark@chromium.org>
EuThreadsCount is supposed to be the number of threads per EU, not the
total number of threads in the whole device.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 1fc7b95127 ("i965: Add Gen8+ INTEL_performance_query support")
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Fixes formatting errors for 32 bit compilations, eg:
error: format ‘%lx’ expects argument of type ‘long unsigned int’,
but argument 5 has type ‘uint64_t’ {aka ‘long long unsigned int’}
[-Werror=format=]
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This removes one useless SMEM load operations which pointed to
the same descriptor anyway.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Use a helper function to get the sysval/attribute/varying/output name
and make the disam debug output independent of shader stage.
Reviewed-by: Rob Clark <robdclark@gmail.com>
In a fragment shader, r0 is written out with a special branch sequence.
r0 is not a real register here, but essentially a pipeline register --
as such, it needs to be written out in full and on time, with hanging
dependencies in the bundle. Otherwise, we break up the bundle, which
costs an extra ALU cycle and adds a move.
When the scheduler ran last thing, we could do this analysis within the
scheduler. Now that RA can run after scheduling, that's no longer valid,
so we remove the analysis and always break it up (at a performance
penalty). Future work can add a post-RA/post-schedule pass to merge
writeout blocks if possible. It's a bit of a low-priority next to fixing
conformance regressions, of course.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
In this particular instance, struct member were used outside of the
block where it was defined. Fix this by moving the definition outside of
block.
Signed-off-by: Deepak Rawat <drawat@vmware.com>
Fixes: 569f838987 ("winsys/svga: Add support for new surface ioctl, multisample pattern")
Reviewed-by: Brian Paul <brianp@vmware.com>
We use the shared nir_lower_idiv pass to lower integer division, fixing
144 dEQP tests. This pass was not applied in the past due to breakage
from iabs fixed earlier in the series.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-By: Ryan Houdek <Sonicadvance1@gmail.com>
Certain ops that only take one argument have an imaginary "zero"
constant for their second argument. For instance, conversions:
i2f [dest], [source], #0
Memory corruption meant that #0 was instead random noise. For some ops,
that doesn't matter (manifested as abnormally large code size and poor
scheduling due to extra constants in random places). But for others,
where a 1-op is emulated by a 2-op with an implicit 0 second argument,
that broke things.
Fixes iabs (emulated by iabsdiff).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-By: Ryan Houdek <Sonicadvance1@gmail.com>
These ops are used to accelerate various functions exposed in OpenCL.
This commit only includes the routine additions to the table. They are
not wired through the compiler; rather, they are just here to keep a
reference for the disassembler.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-By: Ryan Houdek <Sonicadvance1@gmail.com>
This new 'platform' is added by default with no guards.
It is effectively a copy of the surfaceless one, with updated function
names and brand new probe function.
Due to the reuse, some of the ifdef HAVE_SURFACELESS_PLATFORM guards
have been dropped.
A worthy mention are the changes in _egFindDisplay, since the original
and dup'd fd are required, we make use of the plat_opt argument.
Note that no hacks for eglGetDisplay are added - the API works only with
the eglGetPlatformDisplay* API.
v2:
- s/_eglCompareDeviceDisplay/_eglSameDeviceDisplay/ (Eric)
- let ^^ return bool (Eric)
- fixup meson build, move files() further up (Eric)
- copy from plat. surfaceless w/o the visual cleanups
- close and free when destroying the dpy
- sprinkle a few _eglDeviceSupports
- split fd handling into separate function
- use directly the render node if no FD is given (Mathias)
v3:
- s/dpy/disp/g
- drop swap_buffers* callbacks
- drop loader_set_logger()
- drop local define
- re-introduce _eglGetDRMDeviceRenderNode()
- EGL_WARN on ForceSoftware with HW device - continue using the HW device
- bail out for "EGL_MESA_device_software" until it's fixed
- wire-up the Android build
v4:
- use new style _eglFindDisplay()
- split hw vs sw code paths
- don't close the internal fd (already handled in FiniDisplay())
- make swrast work (bit hacky bit will do for now)
- Android for real, drop autotools
- Correct HW + LIBGL_ALWAYS_SOFTWARE check
- use the dri2_create_drawable() helper
v5:
- enhance comment around fd checks (Mathias)
- rebase for dri2_init_surface() changes
Cc: Mathias Fröhlich <Mathias.Froehlich@gmx.net>
Acked-by: Marek Olšák <marek.olsak@amd.com> (v4)
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
At the moment the user will pass the screen number via attribs, yet we
would throw that away. Reason being that the int *screen passed to
xcb_connect() is output only.
v2 (Emil):
- split from a larger patch
- use xcb_connect() returned screen, as fallback
- use helper function only as needed
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Earlier spec is vague, although EGL 1.5 makes it clear:
Multiple calls made to eglGetPlatformDisplay with the same
parameters will return the same EGLDisplay handle.
With this commit we store and compare the full attrib list.
v2 (Emil):
- Split into separate patches
- Use EGLBoolean over int masked as such
- Don't return free'd pointed on calloc failure
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
This commit fix support and adjusts the capabilities
returned by the SWR driver and the documentation
to correctly report the GL_ARB_copy_image extension.
Reviewed-by: Alok Hota <alok.hota@intel.com>
The compiler configuration was hardened to fail on format warnings and
things stopped building.
Fixes: c9c1e26106 ("mesa: prevent common string formatting security issues")
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-By: Ryan Houdek <Sonicadvance1@gmail.com>
We do support TF now, so it's no longer valid. Besides, if we want this
optimization, we should probably have mesa/st doing it right for everyone.
Reviewed-by: Rob Clark <robdclark@gmail.com>
We have the GLSL type, so we can just ask it how many coordinates there
are. The GLSL function already has Vulkan cases that we'd probably want
eventually.
Reviewed-by: Rob Clark <robdclark@gmail.com>
When comparing our sin/cos behavior to the closed source driver, I
noticed that we were off by a bit (or, in the case of 1/2pi, 3 bits).
Fixes:
dEQP-GLES3.functional.shaders.random.trigonometric.vertex.52
dEQP-GLES3.functional.shaders.random.all_features.vertex.0
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Rob Clark <robdclark@gmail.com>
Just provide a "(null)" literal in case driverName is NULL.
In file included from ../src/glx/dri3_glx.c:76:
../src/glx/dri3_glx.c: In function ‘dri3_create_screen’:
../src/glx/dri_common.h:70:36: error: ‘%s’ directive argument is null [-Werror=format-overflow=]
70 | #define CriticalErrorMessageF(...) dri_message(_LOADER_FATAL, __VA_ARGS__)
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../src/glx/dri3_glx.c:1002:4: note: in expansion of macro ‘CriticalErrorMessageF’
1002 | CriticalErrorMessageF("failed to load driver: %s\n", driverName);
| ^~~~~~~~~~~~~~~~~~~~~
../src/glx/dri3_glx.c:1002:50: note: format string is defined here
1002 | CriticalErrorMessageF("failed to load driver: %s\n", driverName);
| ^~
cc1: some warnings being treated as errors
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
When PIPE_TRANSFER_READ requires a resolve, we blit from the host
storage to a temporary storage, and do a format conversion from the
temporary storage to the guest storage. This change makes sure we
convert to the correct level of the guest storage.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
util_format_translate_3d expects the source box to be aligned to the
block size. When resolving, make sure the size of the staging
buffer is aligned to the block size.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Some new flag setting disallows it due to being a security risk.
Fixes: c9c1e26106 "mesa: prevent common string formatting security issues"
Reviewed-by: Rob Clark <robdclark@gmail.com>
A previous optimization converts fmax(x, 0.0) instructions to fmov.pos.
This pass then propagates the .pos from the move up to the source
instruction (when possible). From there, copy propagation will eliminate
the move.
In the future, we might prefer to do this in common NIR code like we do
for saturate, as Bifrost can also benefit.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
This prepass, run after scheduling but before RA, specializes to
pipeline registers where possible. It walks the IR, checking whether
sources are ever used outside of the immediate bundle in which they are
written. If they are not, they are rewritten to a pipeline register (r24
or r25), valid only within the bundle itself. This has theoretical
benefits for power consumption and register pressure (and performance by
extension). While this is tested to work, it's not clear how much of a
win it really is, especially without an out-of-order scheduler (yet!).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
First, this moves the scheduler and emitter out of midgard_compile.c
into their own dedicated files.
More interestingly, this slims down midgard_bundle to be essentially an
array of _pointers_ to midgard_instructions (plus some bundling
metadata), rather than the instructions and packing themselves. The
difference is critical, as it means that (within reason, i.e. as long as
it doesn't affect the schedule) midgard_instrucitons can now be modified
_after_ scheduling while having changes updated in the final binary.
On a more philosophical level, this removes an IR. Previously, the IR
before scheduling (MIR) was separate from the IR after scheduling
(post-schedule MIR), requiring a separate set of utilities to traverse,
using different idioms. There was no good reason for this, and it
restricts our flexibility with the RA. So unify all the things!
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
Mostly, this fixes a number of instances of lines >> 80 chars,
refactoring them into something legible.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
This represents a major break with the former RA design. We now use
conflicting register classes to represent the subdivision of Midgard's
128-bit registers into varying sizes and arrangement. We determine class
based on the number of components in the instructions' masks. To support
this, we include a number of helpers in the RA to allow composing
swizzles and masks, such that MIR written implicitly assuming .xyzw
sources can be transformed to use actual (non-aligned) sources.
The net result is a marked decrease in register pressure on
non-vec4-exclusive shaders. We could still be doing much better. Not
implemented yet are:
- Register spilling
- Per-component liveness
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
These masks distinguish scalar/vec2/vec3 loads from the default vec4,
which helps with assembly readability (since it's immediately obvious
how many components are _actually_ affected, rather than doing
mysterious things to an unknown number of unused components). Later in
the series, this will enable smarter register allocation, as the unused
components will not be interpreted abnormally.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
This fixes liveness analysis with respect to inline constants and
branching. in practice, the symptom is abnormally high register
pressure.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
These snippets of integer assembly are injected for various purposes.
Eventually, we'll want to implement these in NIR directly. Regardless,
the "default" output modifier is different between floats and ints, so
let's set the right one.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
This mechanism is only used by blend shaders, so just use a move here.
Ideally, it'll be copy-propped and DCE'd away; this removes a source of
considerable indirection and will simplify RA logic.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
This pattern was noticed in glmark's jellyfish scene.
v2: Add inexact qualifier due to NaN behaviour.
Minimal shader-db changes (slightly helped).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Elie Tournier <tournier.elie@gmail.com>
Adds a compile-time error for obvious security issues like:
printf(string_var);
The proposed flag is more tolerant than -Wformat-nonliteral.
Specifically, it tolerates common mesa formatting like:
static const char *shader_template = "really long string %d";
printf(shader_template, uniform_number);
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110833
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
With 8 and 16-bit types and anything where we have to use non-trivial
strides registersto deal with restrictions, we end up with things that
look like partial writes even though we don't care about any values in
the register except those written by that instruction. This is
particularly important when dealing with loops because liveness sees
is_partial_write and the fact that an old version from a previous loop
iteration may be valid at that point and extends all purely partially
written values to the entire loop.
This commit adds a new UNDEF instruction which does nothing (the
generator doesn't emit anything) but which does a fake write to the
register. This informs liveness that we don't care about any values
before that point so it won't consider those registers to be falsely
live. We can safely emit UNDEF instructions for all SSA values that
come in from NIR and nearly all temporaries generated by various stages
of the compiler. In particular, we need to insert UNDEF instructions
when we handle region restrictions because the newly allocated registers
are almost guaranteed to be partially written.
No shader-db changes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110432
Reviewed-by: Matt Turner <mattst88@gmail.com>
This corresponds to commit 8b911bd2ba37677037b38c9bd286c7c05701bcda on
GitHub.
We previously tweaked OpenCL.std.h from upstream to be included in C
code. Now upstream header can be included, however the symbol names
are slightly different (include an OpenCLstd_ prefix), so this patch
also fixes vtn_opencl.c to use those.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
If libdrm is found the pipe loader enables drm anyway, and that is
pretty much the only extra dependency this code has.
This enables creating libva display using a drm fd without having
to enable the DRM (GBM really) backend of EGL, which is completely
unrelated.
Leaving the X11 platforms alone as they would still result in the
additional inclusion of extra deps.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Otherwise LLVM can sink them and their texture coordinate calculations
into divergent branches.
v2: simplify the conditions on which the intrinsic is marked as convergent
v3: only mark as convergent in FS and CS with derivative groups
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Fixes -Woverflow warnings with GCC 9.1.1
v2: use a cast instead of a bitwise and
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-By: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This might be slightly faster since we're doing one read rather than
two before we decide to skip. The more important reason, however, is
because no_spill prevents us from re-spilling spill registers. In the
new world in which we don't re-calculate liveness every spill, we may
not have valid liveness for spill registers so we shouldn't even look
their live ranges up.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110825
Fixes: e99081e76d "intel/fs/ra: Spill without destroying the..."
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Tested-by: Tapani Pälli <tapani.palli@intel.com>
Clear w/ quad uses a normal draw which adds up to OQ. st/meta
uses set_active_query_state(..) to tell the driver to pause
queries in such cases.
Fixes spec@arb_occlusion_query@occlusion_query_meta_save piglit.
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
The driver should only fast depth clears with the graphics path
when the view covers all image layers, otherwise this might
corrupt layers when HTILE is enabled.
Cc: 19.0 19.1 mesa-stable@lists.freedesktop.org
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It's unsupported, only load/store format with vec3 are supported.
Fixes: 6970a9a6ca ("ac,radv: remove the vec3 restriction with LLVM 9+")"
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Mesa measures in DWords. The hardware also claims to measure in DWords.
Except the SO_WRITE_OFFSET field is actually bits 31:2, with 1:0 MBZ.
Which means that it really measures in bytes. So, convert to bytes.
Without this, our offset / stride denominator was 1/4th the size it
should be, leading to 4x the vertex count that we should have had.
Fixes GTF-GL46.gtf40.GL3Tests.transform_feedback2.transform_feedback2_two_buffers
This is the same as SpvOpCopyObject but without the type checking,
which is how vtn_composite_copy works, so we just need to hook the
operation.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
SPIR-V 1.4 supports OpSelect over any composite type, and also allows
scalar boolean condition for vector types -- a case which we already
handled to support old GLSLang.
Added a helper function to recursively perform nir_bcsel, that makes
easier to support structs.
v2: Replace asserts() with vtn_fail_if(). (Jason)
v3: Simplify Condition and Result types verifications. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The automatic header generation unifies identical registers in a series
and only emits definitions for the first one. This is mostly to avoid
emitting excessive definitions for CB registers, but special-casing
an exception for this family of registers doesn't seem worth it.
The definition of the fields differs, but PITCH_GFX9 is a mere extension
of PITCH_GFX6 that does not conflict with any other fields.
This aligns the definitions with what will be generated from the
register JSON.
The information about how large the fields really are is preserved in
the register database.
The field layout wasn't actually changed in gfx9, so having the suffix
isn't very useful. The field *contents* were changed, but this is
reflected in the V_xxx_xxx definitions and is taken into account by
the ac_debug logic based on the register JSON.
This aligns the definitions with what will be generated from the
register JSON.
We will derive both the debugging tables and (the majority of) the
register headers from descriptions in JSON, instead of deriving the
debugging tables from an awkward parsing of the register headers.
Some of the scripts are useful for maintaining the register database
itself. The scripts are designed to output reasonably readable JSON
by default.
Don't have a separate mechanism for NIR constants to be removed from
the table. If unused, we will compact it away. The use_null_surface
is needed when INTEL_DISABLE_COMPACT_BINDING_TABLE is set.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Change the iris_binding_table to keep track of what surfaces are
actually going to be used, then assign binding table indices just for
those. Reducing unused bytes on those are valuable because we use a
reduced space for those tables in Iris.
The rest of the driver can go from "group indices" (i.e. UBO #2) to
BTI and vice-versa using helper functions. The value
IRIS_SURFACE_NOT_USED is returned to indicate a certain group index is
not used or a certain BTI is not valid.
The environment variable INTEL_DISABLE_COMPACT_BINDING_TABLE can be
set to skip compacting binding table.
v2: (all from Ken)
Use BITFIELD64_MASK helper. Improve comments.
Assert all group is marked as used when we have indirects.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Stop using brw_compiler to lower the final binding table indices for
surface access. This is done by simply not setting the
'prog_data->binding_table.*_start' fields. Then make the driver
perform this lowering.
This is a better place to perfom the binding table assignments, since
the driver has more information and will also later consume those
assignments to upload resources.
This also prepares us for two changes: use ibc without having to
implement binding table logic there; and remove unused entries from
the binding table.
Since the `block` field in brw_ubo_range now refers to the final
binding table index, we need to adjust it before using to index
shs->constbuf.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We'll change iris to perform lowering of the binding table indices
earlier (before the backend kick in), but the backend compiler uses
the result of the analysis to identify load_ubo intrinsics, so we do
the analysis after the lowering to have the right indices.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v2: Fix comparing addresses from formats that have more than one
component by using nir_ball_iequal(). (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Program parser allocates parameter list.
In case of parsing error some variables will not be freed.
Patch adds freeing of it.
Signed-off-by: Sergii Romantsov <sergii.romantsov@globallogic.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Previously the loop for assigning registers was bailing out early if
the register had a null source. I think the intention is that in this
case it isn’t necessary to assign a register. However it was also
missing out the part to fix up the types. This can happen if the
instruction is copy propagated to be a move from a constant half-float
input register. In that case it still needs to fix up the types.
Fixes assert in
dEQP-GLES3.functional.shaders.invariance.highp.subexpression_precision_mediump
when lowering the precision of the variables.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Though it should be fixed in RA pass, it needs to be set correctly from
the beginning according to the bitsize of NIR dest.
v2: Would be better for mad,fddx,fddy to fixup later in RA pass.
[small cleanup of fallout from imov/fmov removal fallout]
Signed-off-by: Rob Clark <robdclark@chromium.org>
It seems to handle only 32-bit values for half constant registers
within floating point opcodes according to the blob driver.
So we need to convert back to 32-bit values from 16-bit values, when a
lower precision pass is in effect.
Signed-off-by: Rob Clark <robdclark@chromium.org>
If the type of dest reg and src reg of absneg opcode are different,
it shouldn't be considered as same type mov.
This patch becomes meaningful when we start to use mediump information for
doing precision lowering to 16bit.
Signed-off-by: Rob Clark <robdclark@chromium.org>
eg. uniform mediump vec4 f;
This patch means nothing since there's no mediump lowering pass for now,
but will be meaningful when the pass land in the near future.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Previously the A5XX_SP_FS_OUTPUT_REG_HALF_PRECISION was set depending
on whether half_precision was set in the shader key. With support for
mediump precision, it is possible to have different outputs use
different precisions. That means we can’t have a global shader state
to specify it. Instead it now tries to copy the half-float-ness
from the nir_variable for the output into the ir3_shader_variant. This
is then used to decide whether to set half-precision for each output.
The a6xx version is copied from the a5xx code but it has not been
tested.
v2. [Hyunjun Ko (zzoon@igalia.com)] There's the half flag recently
added, which represents precision based on IR3_REG_HALF. Now use this
flag to avoid duplication.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Previously the code to load from a constant instruction was always
using the u32 pointer. If the constant is actually a 16-bit source
this would end up with the wrong values because the pointer would be
offset by the wrong size. This fixes it to use the u16 pointer.
Signed-off-by: Rob Clark <robdclark@chromium.org>
The aren't real instructions, and don't change # of live values, so no
point in them competing with real instructions.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
For instructions that increase the # of live values, apply a threshold
to avoid scheduling them too early. And factor the net change of # of
live values that would result from scheduling an instruction, to
prioritize instructions that reduce number of live values as the number
of live values increases.
For manhattan:
total instructions in shared programs: 27869 -> 28413 (1.95%)
instructions in affected programs: 26756 -> 27300 (2.03%)
helped: 102
HURT: 87
total full in shared programs: 1903 -> 1719 (-9.67%)
full in affected programs: 1390 -> 1206 (-13.24%)
helped: 124
HURT: 9
The reduction in register usage nets ~20% gain in manhattan. (So
getting mediump support should be a huge win for gles gfxbench.)
Also significantly helps some of the more complex shadertoy shaders,
like IQ's Piano (32 to 18 regs, doubles fps).
The effect is less pronounced on smaller shaders.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Account for shader outputs and values live in any direct/indirect
successor block.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Allows the legacy matrix stacks to be manipulated without disturbing the
matrix mode selector.
Adapted from a patch from Chris Forbes.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Split this out from glMatrixMode since we're about to need it
independently for EXT_DSA.
Adapted from Chris Forbes commit.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Commit a1378639ab reordered context functions initializations but broke
sctx->b.resource_copy_region init when using AMD_DEBUG=forcedma.
In this case sctx->dma_copy was assigned a value after being used in:
sctx->b.resource_copy_region = sctx->dma_copy;
This commit moves the FORCE_DMA special case after sctx->dma_copy initialization.
See https://bugs.freedesktop.org/show_bug.cgi?id=110422
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Recently PIPE_CAP_MAX_FRAMES_IN_FLIGHT was changed from 2
to 1:
20909284f2
No driver seems to overwrite the default value.
One user reports severe regressions for some games.
For now, revert to the value 2 for nine.
Cc: "19.1" mesa-stable@lists.freedesktop.org
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Now that we have the util function for the default values, we can get
rid of the boilerplate.
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
From the Vulkan spec 1.1.108:
"vkCmdCopyQueryPoolResults is guaranteed to see the effect of
previous uses of vkCmdResetQueryPool in the same queue, without any
additional synchronization."
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Now that the type gathering function look at instructions that might
have other types, return invalid type instead of crashing. That
invalid will be properly ignored later.
Fixes: c12750527b "nir: add type information to load uniform/input and store output intrinsics"
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Removes the bool_to_float logic from the int_to_float pass, so that both
can be used separately. By having separate passes we have better validation
and it makes it possible to use with the lower_ftrunc option (int lowering
generates ftrunc, but lower_ftrunc generates bools, ftrunc lowering should
probably be reworked). For now we always expect lower_bool to come after
lower_int.
Also fixes f2i32 to become ftrunc and adds u2f/f2u cases.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
It is treated like the vecN instructions which also have no type.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Add a "lower_bitshift" option, which disables optimizations introducing
bitshifts and lowers ishl by constant to a multiply, so that we don't have
to deal with bitshifts in int_to_float lowering.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Consts and undefs can be used as different types (common with "0" constant)
so don't copy types from consts/undefs, only to them. It doesn't entirely
solve the problem that the type given to the const could be wrong , but
now the only realistic case is with "0" which is the same when casted to
float, so it doesn't matter for lower_int_to_float.
The other change is to get type information for load input/uniform and
store output, and use that to get correct results.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This type information will be used by gather_ssa_types to get usable results
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Improvements related to the patch that removed native_integers:
* In glsl_to_nir, special cases for i2f,u2f,etc are no longer needed
* In prog_to_nir, use sge/slt and let lower_scmp lower it if needed
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We could have identical texture state for both VS and FS.. which would
result in VS state getting created first, and FS state mapping to the
identical cmdstream. Resulting in VS state getting emitted twice and no
FS state emitted.
Fixes:
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.basic_array.sampler2D_both
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.struct_in_array.sampler2D_samplerCube_both
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.array_in_struct.sampler2D_samplerCube_both
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.nested_structs_arrays.sampler2D_samplerCube_both
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.nested_structs_arrays.sampler2D_samplerCube_both
dEQP-GLES31.functional.program_uniform.by_pointer.render.array_in_struct.sampler2D_samplerCube_both
dEQP-GLES31.functional.program_uniform.by_pointer.render.nested_structs_arrays.sampler2D_samplerCube_both
dEQP-GLES31.functional.program_uniform.by_value.render.nested_structs_arrays.sampler2D_samplerCube_both
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
If we access the address of the UBO indirectly, and there is no higher
const emitted w/ direct access (like an immediate lowered to uniform)
the assembler won't figure out the correct constlen.
Fixes:
dEQP-GLES31.functional.shaders.opaque_type_indexing.ubo.uniform_vertex
dEQP-GLES31.functional.shaders.opaque_type_indexing.ubo.uniform_fragment
dEQP-GLES31.functional.shaders.opaque_type_indexing.ubo.dynamically_uniform_vertex
dEQP-GLES31.functional.shaders.opaque_type_indexing.ubo.dynamically_uniform_fragment
Signed-off-by: Rob Clark <robdclark@chromium.org>
Fixes dEQP-GLES2.functional.multisampled_render_to_texture.readpixels
Signed-off-by: Rob Clark <robdclark@chromium.org>
Acked-by: Eric Anholt <eric@anholt.net>
Blob is also setting the .l bit, and it seems to solve some intermittent
failures with a couple of deqp's:
dEQP-GLES31.functional.image_load_store.2d.qualifiers.coherent_r32i
dEQP-GLES31.functional.image_load_store.2d.qualifiers.volatile_r32f
Signed-off-by: Rob Clark <robdclark@chromium.org>
Acked-by: Eric Anholt <eric@anholt.net>
It seems like (ei) handling doesn't sync on (ss), so we could end up in
a situation where we release varying storage before an ldlv for flat
shaded varyings completes. Keep track if we've done an (ss) since the
last ldlv, and if not add (ss) flag to last_input which gets (ei).
Noticed with dEQP-GLES3.functional.fragment_out.random.24 and
dEQP-GLES3.functional.fragment_out.random.27, which previously passed by
luck because ir3_sched ordered instructions in a way that resulted in a
lucky (ss).
Signed-off-by: Rob Clark <robdclark@chromium.org>
Acked-by: Eric Anholt <eric@anholt.net>
The special handling for last_input assumes that all the varying loads
are in the first block. Add an assert to catch if anyone breaks that
assumption.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
While we're here, copy the size table from set.c to get rid of hard tabs
in the hash_table.c version.
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Compilation times with my shader-db database:
Difference at 95.0% confidence
-1.22312 +/- 0.726033
-0.283979% +/- 0.168254%
(Student's t, pooled s = 1.02177)
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
This should be at least as fast as using fast_idiv_by_const, and has the
advantage that the precomputation is simple enough to be evaluated at
Mesa-compile time for hash tables and sets which have a fixed table of
possible divisors.
Acked-by: Eric Anholt <eric@anholt.net>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
A significant portion of the time spent in nir_opt_cse for the Dolphin
ubershaders was in resizing the set. When resizing a hash table, we know
in advance that each new element to be inserted will be different from
every other element, so we don't have to compare them, and there will be
no tombstone elements, so we don't have to worry about caching the
first-seen tombstone. We add a specialized add function which skips
these steps entirely, speeding up resizing.
Compile-time results from my shader-db database:
Difference at 95.0% confidence
-2.29143 +/- 0.845534
-0.529475% +/- 0.194767%
(Student's t, pooled s = 1.08807)
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
To keep the set and hash table in sync. Note that some of this had
already been done for hash tables, in particular pulling out the
hash % ht->size computation.
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Unfortunately GCC can't do this for us, probably because we call the key
comparison function which GCC can't prove won't modify arbitrary memory.
This is a pretty hot function, so do the optimization manually to be
sure the compiler will get it right.
While we're here, make the computation of the new probe address use a
single conditional subtract instead of a modulo, since we know that it
won't ever get as big as 2 * ht->size before the modulo. Modulos tend to
be pretty expensive operations.
shader-db compile time results for my database:
Difference at 95.0% confidence
-2.24934 +/- 0.69897
-0.516296% +/- 0.159993%
(Student's t, pooled s = 0.983684)
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Before this change, we were searching for each instruction twice, once
when checking if it exists and once when figuring out where to insert
it. By using the new function, we can do everything we need to do in one
operation.
Compilation time numbers for my shader-db database:
Difference at 95.0% confidence
-4.04706 +/- 0.669508
-0.922142% +/- 0.151948%
(Student's t, pooled s = 0.95824)
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Unlike _mesa_set_search_and_add(), it doesn't replace an entry if it's
found, returning it instead. This is useful for nir_instr_set, where
we have to know both the original original instruction and its
equivalent.
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
ncomp is never set for vertex shaders, but a3xx and a4xx still use it.
Fixes: 831f1a05c0 freedreno/ir3: rework varying packing
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Rob Clark <robdclark@chromium.org>
On some architectures, Boolean values used to control conditional
branches or condtional selection must be propagated into a flag. This
generally means that a stored Boolean value must be compared with zero.
Rather than force the generation of extra compares with zero, re-emit
the original comparison instruction. This can save register pressure by
not needing to store the Boolean value.
There are several possible ares for future improvement to this pass:
1. Be more conservative. If both sources to the comparison instruction
are non-constants, it may be better for register pressure to emit the
extra compare. The current shader-db results on Intel GPUs (next
commit) lead me to believe that this is not currently a problem.
2. Be less conservative. Currently the pass requires that all users of
the comparison match the pattern. The idea is that after the pass is
complete, no instruction will use the resulting Boolean value. The only
uses will be of the flag value. It may be beneficial to relax this
requirement in some cases.
3. Be less conservative. Also try to rematerialize comparisons used for
discard_if intrinsics. After changing the way the Intel compiler
generates cod e for discard_if (see MR!935), I tried implementing this
already. The changes were pretty small. Instructions were helped in 19
shaders, but, overall, cycles were hurt. A commit "nir: Rematerialize
comparisons for nir_intrinsic_discard_if too" is on my fd.o cgit.
4. Copy the preceeding ALU instruction. If the comparison is a
comparison with zero, and it is the only user of a particular ALU
instruction (e.g., (a+b) != 0.0), it may be a further improvment to also
copy the preceeding ALU instruction. On Intel GPUs, this may enable
cmod propagation to make additional progress.
v2: Use much simpler method to get the prev_block for an if-statement.
Suggested by Tim.
Reviewed-by: Matt Turner <mattst88@gmail.com>
And instead, link them as they are added.
Makes things a bit clearer and prepares future work such as FB reload
jobs.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
We now bounds check properly in the uniform loading fast path, so
there's no need to disable it by pretending there are other UBO bindings
in use. The way this looks at the variable name was causing problems
when two piglit shaders, one with a name that triggered the hack and one
that didn't, got hashed to the same thing after stripping out the names.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
location is the API-level location, but driver_location is the actual
location the uniform gets passed to the driver. This apparently only
caused failures with builtins, where the location is 0 because it's
represented via the state tokens instead.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
ac expands the store to 32-bit components for us, but we still have to
deal with storing up to 8 components, and when a varying is split across
two vec4 slots we have to calculate the address again for the second
slot, since they aren't adjacent in memory. I didn't do this on the ac
level because we should generate better indexing arithmetic for the lds
store, where slots are contiguous.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Because the core principle of the vars_to_ssa pass is that it globally
(within a function) looks at all of the uses of a never-indirected path
and does a full into-SSA on that path, it can't handle a path which has
any chance of having aliasing. If a function_temp variable has a cast
or anything else which may cause aliasing, we have to assume that all
paths to that variable may alias and ignore the entire variable.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
We're about to change the meaning of get_deref_node returning NULL so we
need a non-NULL value to mean properly undefined.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This lets passes easily detect derefs which have uses that fall outside
the standard load/store/copy pattern so they can bail appropriately.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
When we inlined cf_node_has_side_effects into node_is_dead, all the
conditions flipped and we forgot to flip one. Fortunately, it doesn't
matter right now because no one uses this pass on shaders with more than
one function.
Fixes: b50465d197 "nir/dead_cf: Inline cf_node_has_side_effects"
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
When creating function parameters, we create pointers from ssa
values, this creates nir casts with stride 0, however we have
no where else to get this value from. Later passes to lower
explicit io need this stride value to do the right thing.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Debugging use of unsafe iterators when you should have used the _safe
version sucks. Add some DEBUG build support to catch and assert if
someone does that.
I didn't update the UPPERCASE verions of the iterators. They should
probably be deprecated/removed.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
This mode is used by PhysicalStorageBufferEXT storage class.
Fixes: 8bdf5a008b "nir: Allow derefs to be used as phi sources"
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cannonlake hardware adds a new resolve type in 3DSTATE_PS called
FAST_CLEAR_0 which does an ambiguate. Now that the hardware can do it
directly, we should use that instead of binding the CCS as a render
target and doing it manually. This was tested with a full Vulkan CTS
run on Cannonlake.
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
No significant changes in the code needed to enable
the extension. Just updating SWR capabilities
and the documentation
Reviewed-by: Alok Hota <alok.hota@intel.com>
We set header_present but then pass it some random garbage. Give it g0
instead. I'm not actually sure this does anything but g0 is the usual
header data and this is what the windows driver does so it seems like a
good idea.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Basically, this extension allows applications to use custom
sample locations. It doesn't support variable sample locations
during subpass. Note that we don't have to upload the user
sample locations because the spec doesn't allow this.
The extension is currently disabled because the driver needs to
support variable sample locations during layout transitions. The
depth decompress needs to know them and that's a bit invasive.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We only need the lock for:
1. Rummaging through the cache
2. Allocating VMA
We don't need it for alloc_fresh_bo(), which does GEM_CREATE, and also
SET_DOMAIN to allocate the underlying pages. The idea behind calling
SET_DOMAIN was to avoid a lock in the kernel while allocating pages,
now we avoid our own global lock as well.
We do have to re-lock around VMA. Hopefully this shouldn't happen too
much in practice because we'll find a cached BO in the right memzone
and not have to reallocate it.
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Chris pointed out that the order between SET_DOMAIN and SET_TILING
doesn't matter, so we can just do the page allocation when creating
a new BO. Simplifies the flow a bit.
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Mathias Fröhlich reported that commit 6244da8e23 crashes.
list_for_each_entry_safe is safe against removing the current entry,
but iris_bo_cache_purge_bucket was potentially removing next entries
too, which broke our saved next pointer.
To fix this, don't bother with the iris_bo_cache_purge_bucket step.
We just detected a single entry where the kernel has purged the BO's
memory, and so it isn't a usable entry for our cache. We're about to
continue the search with the next BO. If that one's purged, we'll
clean it up too. And so on.
We may miss cleaning up purged BOs that are further down the list
after non-purged BOs...but that's probably fine. We still have the
time-based cleaner (cleanup_bo_cache) which will take care of them
eventually, and the kernel's already freed their memory, so it's not
that harmful to have a few kicking around a little longer.
Fixes: 6244da8e23 iris: Dig through the cache to find a BO in the right memzone
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
This saves some util_vma thrash when the first entry in the cache
happens to be in a different memory zone, but one just a tiny bit
ahead is already there and instantly reusable. Hopefully the cost
of a little extra searching won't break the bank - if it does, we
can consider having separate list heads or keeping a separate VMA
cache.
Improves OglDrvRes performance by 22%, restoring a regression from
deleting the bucket allocators in 694d1a08d3.
Thanks to Clayton Craft for alerting me to the regression.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
There's enough going on here to warrant a helper. This also simplifies
the control flow and eliminates the last non-error-case goto.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
It is unlikely that we would fail to map a cached BO in order to zero
its contents. When we did, we would free the first BO in the cache and
try again with the second. It's possible that this next BO already had
a map setup, in which case we'd succeed. But if it didn't, we'd likely
fail again in the same manner.
There's not much point in optimizing this case (and frankly, if we're
out of CPU-side VMA we should probably dump the cache entirely)...so
instead, just fall back to allocating a fresh BO from the kernel which
will already be zeroed so we don't have to try and map it.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Both the from-cache and fresh-from-GEM cases were calling SET_TILING.
In the cached case, we would retry the allocation on failure, pitching
one BO from the cache each time. This is silly, because the only time
it should fail is if the tiling or stride parameters are unacceptable,
which has nothing to do with the particular BO in question. So there's
no point in retrying - we should simply fail the allocation.
This patch moves both calls to bo_set_tiling_internal() below the
cache/fresh split, so we have it at a single point in time instead
of two.
To preserve the ordering between SET_TILING and SET_DOMAIN, we move
that below as well. (I am unsure if the order matters.)
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
We mark snooped BOs as non-reusable, so we never return them to the
cache. This means that we'd need to call I915_GEM_SET_CACHING to make
any BO we find in the cache snooped. But then again, any BO we freshly
allocate from the kernel will also be non-snooped, so it has the same
issue. There's really no reason to skip the cache - we may as well use
it to avoid the I915_GEM_CREATE overhead.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
util_vma needs to be protected by a lock. All other callers of
vma_alloc and vma_free appear to be holding a lock already.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
The goto jumped over the mtx_lock, but proceeded to hit the mtx_unlock.
We can simply set the bucket to NULL and it will skip the cache without
goto, and without messing up locking.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
debugoptimized builds don't define NDEBUG, but they also don't define
DEBUG. We want to enable cheap debug code for these builds.
I only chose those occurences that I care about.
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
When we hit a GPU hang, we failed to reset Surface State Base Address
right away, and would keep hanging until we filled up the binder. Then
we'd finally get it right after a lot of repeated stumbles. Update it
right away so we hopefully hang fewer times before succeeding.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15306230 -> 15304726 (<.01%)
instructions in affected programs: 4570 -> 3066 (-32.91%)
helped: 16
HURT: 0
total cycles in shared programs: 361703436 -> 361680041 (<.01%)
cycles in affected programs: 129388 -> 105993 (-18.08%)
helped: 16
HURT: 0
LOST: 0
GAINED: 2
The helped programs were in XCom 2, Deus Ex: Mankind Divided, and Kerbal
Space Program
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
It will be true for the constant/system value buffer because they use a
constant zero but it's not true in general. If we ever got here when
the source wasn't constant, nir_src_as_uint would assert.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: mesa-stable@lists.freedesktop.org
Silence two unused var warnings. And init elem_size, elem_align to
zero to silence "maybe uninitialized" warnings.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Jason pointed out that we don't need to keep an entire copy of the
serialized NIR around, we just need the SHA1. This does change our
disk cache key to be taking a SHA1 of a SHA1, which is a bit odd,
but should work out and be faster and use less memory.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
spirv_to_nir() returned the nir_function corresponding to the
entrypoint, as a way to identify it. There's now a bool is_entrypoint
in nir_function and also a helper function to get the entry_point from
a nir_shader.
The return type reflects better what the function name suggests. It
also helps drivers avoid the mistake of reusing internal shader
references after running NIR_PASS on it. When using NIR_TEST_CLONE or
NIR_TEST_SERIALIZE, those would be invalidated right in the first pass
executed.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Replace its uses with checking for is_entrypoint and calling
nir_shader_get_entrypoint().
This is a preparation to change spirv_to_nir() return type.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Replace its use with checking for is_entrypoint.
This is a preparation to change spirv_to_nir() return type.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Replace its uses with nir_shader_get_entrypoint(), and change the
helper function to return nir_shader *.
This is a preparation to change spirv_to_nir() return type.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
When readback is true, and there are pending writes in the transfer
queue, we should flush to avoid reading back outdated data. This
fixes piglit arb_copy_buffer/dlist and a subtest of
arb_copy_buffer/data-sync.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
It is possible and valid for a pointer to be selected based on a
conditional before used, and depending on the mode, those cases will
result in a phi with derefs as sources.
To achieve this, we don't rematerialize derefs that are used by phis.
As a consequence, when converting from SSA to regs, we may have phis
that come from different blocks and are used by phis. We now convert
those to regs too.
Validation was added to ensure only derefs of certain modes can be
used as phi sources. No extra validation is needed for the presence
of cast, any instruction that uses derefs will validate the
deref-chain is complete (ending in a cast or a var).
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
KHR_blend_equation_advanced_coherent isn't exposed on OpenGL ES 1.x, so
we shouldn't allow its enums there either.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This enum shouldn't be allowed on OpenGL ES 1.x, so let's instead
use the extenion-helpers, and check for desktop and gles extensions
separately.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This extension isn't enabled for GLES 1.x, so we shouldn't allow the
state there. Let's use the extension-helpers instead of CHECK_EXTENSION
for this.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This just makes the logic of the checks for this enum the same for
gl{Enable,Disable} and for glIsEnabled. They are already functionally
the same, so this is just a minor code-cleanup.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
{En,Dis}ableClientState(PRIMITIVE_RESTART_NV) should only work on
compatibility contextxs. While we're at it, modernize the code a bit,
by using the extension helpers instead of open-coding.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Make sure to sync all previous work if the given command buffer
has pending active queries. Otherwise the GPU might write queries
data after the reset operation.
This fixes a bunch of new dEQP-VK.query_pool.* CTS failures.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This makes the following packets use actual driver provided sizes rather
than guessing an arbitrary number:
- CC_VIEWPORT
- SF_CLIP_VIEWPORT
- BLEND_STATE
- COLOR_CALC_STATE
- SCISSOR_RECT
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
(Technically this is common code, but it doesn't affect i965 or anv.)
Improves performance of GFXBench5/gl_tess_off on Skylake GT4e at 1080p
by 9.3933% +/- 0.0305157% by eliminating all spilling in the GS.
Improves performance of GFXBench5/gl_4_off (Car Chase) on Skylake GT4e
at 1080p by 0.325208% +/- 0.0842233% (n=18).
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
We scalarize IO to enable further optimizations, such as propagating
constant components across shaders, eliminating dead components, and
so on. This patch attempts to re-vectorize those operations after
the varying optimizations are done.
Intel GPUs are a scalar architecture, but IO operations work on whole
vec4's at a time, so we'd prefer to have a single IO load per vector
rather than 4 scalar IO loads. This re-vectorization can help a lot.
Broadcom GPUs, however, really do want scalar IO. radeonsi may want
this, or may want to leave it to LLVM. So, we make a new flag in the
NIR compiler options struct, and key it off of that, allowing drivers
to pick. (It's a bit awkward because we have per-stage settings, but
this is about IO between two stages...but I expect drivers to globally
prefer one way or the other. We can adjust later if needed.)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This fixes the egl_mesa_platform_surfaceless piglit test as well
as the new egl_ext_device_base piglit test on classic swrast.
v2: Fix swrast surfaceless contexts on the driver side.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
This makes use of radv_meta_resolve_compute_image() by filling
a VkImageResolve region instead of duplicating code.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This reverts commit 55376cb31e.
It's been over a year and both QT 5.9.5 and 5.11.0 contained a fix for the
original issue. It seems i965 only ever applied this workaround to the
18.0 branch.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
When using the binding tables to access arrays of YCbCr descriptors we
did not consider the offset of the accessed element. We can't do a
simple multiple because the binding table entries are tightly packed.
For example element 0 of the array could use 2 entries/planes and
element 1 could use 2 entries/planes.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 3bb8768b9d ("anv: toggle on support for VK_EXT_ycbcr_image_arrays")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Fixes following piglit and does not introduce any regressions.
spec@ext_packed_depth_stencil@fbo-depth-gl_depth24_stencil8-blit
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
This commit also adds codegen for branch since we need it
for discard_if.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
The old code was not wrong because the transitions performed
after the resolves should re-emit the framebuffer if needed.
This change is mostly a no-op but it improves consistency
regarding other meta operations that need to save/restore subpasses.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This helper will be useful for clearing HTILE after some
depth/stencil resolves.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Just move the block that checks the availability bit into the
switch like other query types.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Fix a regression I inadvertently caused by acking typeless movs before
implementing/pushing this *whistles*
Nothing to see here, move along folks.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
lima_blit will do blit between resources with different levels.
When blit from a level!=0 source, it will sample from that level
of resource as texture.
Current texture setup won't respect level when not mipmap filter.
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Imagine this
resource_copy_region(ctx, dst, ..., src, ...);
transfer_map(ctx, src, 0, PIPE_TRANSFER_WRITE, ...);
at the beginning of a cmdbuf. We need to flush in transfer_map so
that the transfer is not reordered before the resource copy. The
check for "vctx->num_draws == 0 && vctx->num_compute == 0" is not
enough. Removing the optimization entirely.
Because of the more precise resource tracking in the previous
commit, I hope the performance impact is minimized. We will have to
go with perfect resource tracking, or attempt a more limited
optimization, if there are specific cases we really need to optimize
for.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
This gives us more precise resource tracking. It can be beneficial
because glFlush is often followed by state changes. We don't want
to reemit resources that are going to be unbound.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
The default null_output really needs to be static, otherwise the values
we'll eventually get later are doubly random (they are not initialized,
and even if they were it's a pointer to a local stack variable).
VMware bug 2349556.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
We are currently leaking resources if they were sampled from. Once we
are done with a sampler, we should dereference that resource.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Jump over the container stage if we haven't changed any of the files
that involved in building the container images.
This saves 1-2 minutes in each run and helps conserve resources.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Acked-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
The difference between imov and fmov has been a constant source of
confusion in NIR for years. No one really knows why we have two or when
to use one vs. the other. The real reason is that they do different
things in the presence of source and destination modifiers. However,
without modifiers (which many back-ends don't have), they are identical.
Now that we've reworked nir_lower_to_source_mods to leave one abs/neg
instruction in place rather than replacing them with imov or fmov
instructions, we don't need two different instructions at all anymore.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Acked-by: Rob Clark <robdclark@chromium.org>
Unless source modifiers are present, fmov and imov are the same.
There's no good reason for having two helpers.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
It's potentially a tiny bit less efficient but the helpers make it much
easier to sort out the rules for updating source modifiers.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
A few of our very late passes can end up generating vectors accidentally
so we need to get rid of them. The only known case of this is the ffma
peephole which generates fneg and fabs as vectors. Currently, they're
not a problem because they get turned into fmov which the back-end
compiler knows how to handle as a vector. That's about to change.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This flag has caused more confusion than good in most cases. You can
validly use imov for floats or fmov for integers because, without source
modifiers, neither modify their input in any way. Using imov for floats
is more reliable so we go that direction.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Both of these passes predate the nir_channel helper. We should just use
it instead of hand-rolling it in both passes.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
If descriptorType is VK_DESCRIPTOR_TYPE_STORAGE_IMAGE
or VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, the imageView member of each
element of pImageInfo must have been created with the identity swizzle.
Fixes: d2aa65eb
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Verified to work properly with Iris driver on Android Celadon. Cache
files get generated as 'com.android.opengl.shaders_cache' for each
application.
v2: check that cache was returned (Eric Engestrom)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Now that the online compiler and pandecode are reliable and upstreamed,
nobody is using this. If somebody does need it, it should be easy enough
to bring back, I suppose. At the moment, it's just a maintenance hazard,
since meson is silly and does double builds for compiler updates (triple
for disassembler changes).
If people need the standalone _disassembler_, that can be added
trivially into pandecode (pandecode already includes the disassembler).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
src/vulkan/util/vk_enum_to_str.c: In function ‘vk_structure_type_size’:
src/vulkan/util/vk_enum_to_str.c:3335:9: warning: case value ‘1000010000’ not in enumerated type ‘VkStructureType’ {aka ‘const enum VkStructureType’} [-Wswitch]
case VK_STRUCTURE_TYPE_NATIVE_BUFFER_ANDROID: return sizeof(VkNativeBufferANDROID);
^~~~
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
st/mesa now exposes KHR_blend_equation_advanced_coherent and
EXT_shader_framebuffer_fetch if the new capability is supported.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This extension requires the ability to read from all render targets,
so we only enable it if PIPE_CAP_FBFETCH >= PIPE_CAP_MAX_RENDER_TARGETS.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
TGSI's FBFETCH instruction currently only supports reading from a single
render target, but NIR intrinsics can support multiple render targets.
radeonsi can only support fetching from RT 0, but other drivers may be
able to support fetching from any render target.
To express this, this patch renames PIPE_CAP_TGSI_FS_FBFETCH to simply
PIPE_CAP_FBFETCH, and converts it from a boolean "is FBFETCH supported?"
to an integer number of render targets which can be fetched.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Felix noticed a crash when using INTEL_DEBUG=bat decoding. It turned
out that we were sometimes placing variable length data near the end
of a buffer, and with the decoder guessing random lengths rather than
having an actual count, it was walking off the end and crashing. So
this does more than improve the decoder output.
Unfortunately, this is a bit more complicated than i965's handling,
because we don't have a single state buffer. Various places upload
data via u_upload_mgr, and so there isn't a central place to record
the size. We don't need to catch every single place, however, since
it's only important to record variable length packets (like viewports
and binding tables).
State data also lives arbitrarily long, rather than being discarded on
every batch like i965, so we don't know when to clear out old entries
either. (We also don't have a callback when an upload buffer is
released.) So, this tracking may space leak over time. That's probably
okay though, as this is only a debugging feature and it's a slow leak.
We may also get lucky and overwrite existing entries as we reuse BOs,
though I find this unlikely to happen.
The fact that the decoder works in terms of offsets from a state base
address is also not ideal, as dynamic state base address and surface
state base address differ for iris. However, because dynamic state
addresses start from the top of a 4GB region, and binding tables start
from addresses [0, 64K), it's highly unlikely that we'll get overlap.
We can always improve this, but for now it's better than what we had.
`-Wswitch` applies to `switch()`, not `case:`, and is bypassed by the
presence of a `default:` anyway, so let's drop the `default:` and move
the warning suppression to where it can make a difference, and then it
turns out that we don't need to keep a list of special cases anymore :)
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
INTEL_conservative_rasterization isn't exposed on compatibility
contexts, nor for GLES 3.0 and below. We already do this correctly for
gl{Enable,Disable}, but we should do the same for glIsEnabled as well.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
IsEnabled(FRAGMENT_PROGRAM) isn't supposed to be allowed, but our
check allowed this anyway. Let's make these checks consistent, and
while we're at it, modernize them a bit.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
IsEnabled(TEXTURE_CUBE_MAP) isn't supposed to be allowed, but our
check allowed this anyway. Let's make these checks consistent, and
while we're at it, modernize them a bit.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
The 'CAP' argument has been unused in both of these macros since
2010, so let's get rid of it from both.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This greatly simplifies the code to calculate if we should add a
buffer to the resource list. This uses the spec rules and simple
math to decide if we should add the buffer rather than complex
string processing.
This patch refines a patch present in the ARB_gl_spriv merge
request for the NIR linker and applies it to the GLSL IR linker.
This is why we also move the function to the shared linker code,
because we will want to reuse the code for the NIR linker also.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
virgl_transfer_queue_is_queued was used to avoid flushing. That
fails when the resource is being accessed by previous cmdbufs but
not the current one.
The new approach of tracking the valid buffer range does not apply
to textures however. But hopefully it is fine because the goal is
to avoid waiting for this scenario
glBufferSubData(..., offset, size, data1);
glDrawArrays(...);
// append new vertex data
glBufferSubData(..., offset+size, size, data2);
glDrawArrays(...);
If glTex(Sub)Image* turns out to be an issue, we will need to track
valid level/layer ranges as well.
v2: update virgl_buffer_transfer_extend as well
v3: do not remove virgl_transfer_queue_is_queued
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com> (v1)
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org> (v2)
st/mesa does not need it and virglrenderer does not really support
it. Remove the support so that we are sure pipe_surface never
refers to a buffer resource.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
On machines with many cores, you can run into that issue :
../mesa-9999/src/vulkan/overlay-layer/overlay.cpp:42:10: fatal error: vk_enum_to_str.h: No such file or directory
v2: Move declare_dependency around (Eric)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reported-by: Jan Ziak
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
The DRM_CONF_SHARE_FD code did not check for Linux, so the commit that
introduced PIPE_CAP_DMABUF broke Wayland-EGL clients on FreeBSD.
Fixes: 8ae50e60 (gallium: replace DRM_CONF_SHARE_FD with PIPE_CAP_DMABUF)
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
From the Vulkan spec 1.1.108:
"After query pool creation, each query must be reset before
it is used."
So, the driver doesn't need to do this at creation time.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
We were checking this based on nir->info.name, but with the shader
cache enabled, nir_strip throws out the name, causing us to use IEEE
mode for ARB programs.
gl-1.0-spot-light regressed because it wants ALT mode for 0^0 behavior.
Fixes: dc5dc727d5 iris: Serialize the NIR to a blob we can use for shader cache purposes.
This lets st/nir cache the NIR for shaders, based on the shader source
string hash, allowing us to skip initial compiles altogether, and also
letting us start from there should we need to recompile for NOS.
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
We will use a hash of the serialized NIR together with brw_prog_*_key
(for NOS) as the disk cache key, where the disk cache contains actual
assembly shaders.
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
This creates the on-disk shader cache data structure, and handles the
build-id keying aspects. The next commits will fill it out so it's
actually used.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
It had been internal to iris_program.c, but with the upcoming disk cache
code, the "program module" is going to be spread across a couple source
files. Into a header it goes!
Now it lives alongside iris_compiled_shader, which makes sense.
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
SPV_GOOGLE_decorate_string and SPV_GOOGLE_hlsl_functionality1 were
incorporated to SPIR-V. Let's pick the names used by SPIR-V core.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Choose the first we see in the grammar file as the main one. This is
needed to parse SPIR-V 1.4 because it introduced opcode aliases.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Through a series of rebases, I forgot to switch a bunch of error
checks to use a macro that will show where the problem is, rather than
printing out a dumb "ERROR!".
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The
if (!pipe && timestamp)
logic was broken. It should have been :
if (!pipe && !timestamp)
Let just drop this condition as the following code does the right
thing for all cases.
An error was appearing with the following variables :
VK_INSTANCE_LAYERS=VK_LAYER_MESA_overlay VK_LAYER_MESA_OVERLAY_CONFIG=gpu_timing
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: ea7a6fa980 ("vulkan/overlay: add pipeline statistic & timestamps support")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
%error-verbose has been deprecated since Bison 3.0, which was released
in 2013. In Bison 3.3.1 which was recently released, this has started
causing warnings. Let's update the code to do this in the modern way
intead, to avoid cluttering the output needlessly.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This just adds some split var splitting tests, it verifies
by counting derefs and local vars.
a basic load from inputs, store to array,
same as before but with a shader temp
struct { float } [4] don't split test
a basic load from inputs, with some out of band loads.
a load/store of only half the array
two level array, load from inputs store to all levels
a basic load from inputs with an indirect store to array.
two level array, indirect store to lvl 0
two level array, indirect store to lvl 1
load from inputs, store to array twice
load from input, store to array, load from array, store to another array.
load and from input and copy deref to array
create wildcard derefs, and do a copy
v2: use array_imm helpers, move derefs out of loops,
rename toplevel/secondlevel, use ints, fix lvl1 don't split test,
rename globabls to shader_temp, add comment, check the derefs type
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
When running with NIR_TEST_CLONE=1, the pointer will not be valid, as
the whole shader is going to be recreated every pass. Prefer using
is_entrypoint (to query when looping) and nir_shader_get_entrypoint()
instead.
Fixes the Vulkan Piglit tests
- vulkan/glsl450/frexp-double
- vulkan/glsl450/isinf-double
- vulkan/shaders/fs-multiple-large-local-array
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108957
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
When num_state_slots is 0, don't create the array. This was
triggering the following assert when running vkcube with
NIR_TEST_CLONE=1
vkcube: ../src/compiler/nir/nir_split_per_member_structs.c:66:
split_variable: Assertion `var->state_slots == NULL' failed.
Fixes: 9fbd390dd4 "nir: Add support for cloning shaders"
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
With commit c89e8470e5, framebuffers are purged after unbinding context,
but this change also introduces a heap corruption when running Rhino application
on VMware svga device. Instead of purging the framebuffers after the context
is unbound, this patch first ubinds the winsys buffers, then purges the framebuffers
with the current context, and then finally unbinds the context.
This fixes heap corruption.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Brian Paul <brianp@vmware.com>
Use the storage class address format information to pick the right
constant values for a NULL pointer.
v2: Don't add a deref_cast to the values. (Jason)
v3: Update to use vtn_storage_class_to_mode() and
vtn_mode_to_address_format() explicitly. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
And change vtn_storage_class_to_mode() to accept NULL as
interface_type. In this case, if we have a SpvStorageClassUniform, we
assume it is uses an ubo_addr_format, like the code being replaced by
the helper.
That assumption is a problem, but no different than the previous
code.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Corresponding to SpvStorageClassImage. We see pointers for that
storage class in tests, but don't use the storage class any further.
Adding this so that we can call vtn_mode_to_address_format() for all
supported pointers.
v2: Fail when trying to create a SpvStorageClassImage
variable. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Handles all the modes and we can use it in combination with
nir_address_format_to_glsl_type() to replace the
vtn_ptr_type_for_mode() helper. Since the new helper is more generic,
moved the assertions from the old one to the call sites.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Just the mode is needed to decide whether SSA offsets are needed, so
make a function that takes that and reuse it for
vtn_pointer_uses_ssa_offset().
This will be used for constant null pointers, that won't have a
vtn_pointer handy.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
v2: Renamed from vtn_interface_type. (Jason)
Accept any type not only pointers.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is a preparation to handle OpConstantNull for pointers, we'll use
the vtn_type to get to the address format and then the appropriate
representation of NULL pointer.
v2: Move rest of body to use vtn_type. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Returns the nir_const_value * with the representation of the NULL
pointer for each address format.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Instead of setting the glsl types of the pointers for each resource,
set the nir_address_format, from which we can derive the glsl_type,
and in the future the bit pattern representing a NULL pointer.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is a simple 32-bit address which is not a global address. Gives
us a format that don't use 0 as its null pointer value. We will need
this in anv to represent nir_var_mem_shared addresses.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
An address format representing a purely logical addressing model. In
this model, all deref chains must be complete from the dereference
operation to the variable. Cast derefs are not allowed. These
addresses will be 32-bit scalars but the format is immaterial because
you can always chase the chain. E.g. push constants in anv.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This "fixes" hangs seen w/ various android games. I think a similar
issue to with constant state, we need to avoid CP_LOAD_STATE until
previous draw completes.
It isn't entirely clear why blob doesn't need to do this, but it might
have a different way to accomplish the same thing.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Since we use same constant state for both binning pass program state and
draw pass state, and it is possible for binning pass shader to use fewer
consts, we need to make sure we program a large enough constlen.
Signed-off-by: Rob Clark <robdclark@chromium.org>
we validate assert entry just before this, but since that doesn't
stop execution, we need to check entry before the next validation
assert.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Some vector sysval can't be lowered to scaler, so need to break
it to scaler in nir to gpir convertion.
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Reviewed-by: Erico Nunes <nunes.erico@gmail.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
This commit moves the register allocator out of midgard_compile.c and
into its own midgard_ra.c file. In doing so, a number of dependencies
are identified and moved into their own files in turn. midgard_compile.c
is still fairly monolithic, but this should help.
Code churn, but no functional changes should be introduced by this
commit.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This fixes a few miscellaneous issues with the fixed-function blending
programming, though it is far from complete. For cases known to be
buggy, we force a fallback to blend shaders.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This implements blend shaders via nir_lower_blend, by creating dummy
fragment shaders simply passing through the source color and using the
new lowering pass to inject blendability.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
To prepare for the new nir_lower_blend pass, we wire up the intrinsics
for tilebuffer reads and constant colour loading.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This new lowering pass implements the OpenGL ES blend pipeline in
shaders, applicable to hardware lacking full-featured blending hardware
(including Midgard/Bifrost and vc4). This pass is run on a fragment
shader, rewriting the store to a blended version, loading in the
framebuffer destination color and constant color via intrinsics as
necessary. This pass is sufficient for OpenGL ES 2.0 and is verified to
pass dEQP's blend tests. MIN/MAX modes are included and tested as well.
That said, at present it has the following limitations:
- MRT is not supported (ES3).
- sRGB support is missing (ES3).
- Extended blending is not yet ported from GLSL IR lowering (ES3.2)
- Dual-source blending is not supported. (N/A)
- Logic ops are not supported. (N/A)
v2: Fix code conventions (per Ian Romanick's feedback). Implement color
masks.
This pass should be in common nir/ space, but due to non-technical
reasons, for now it's in Panfrost space. In the future, depending if
other drivers need some of the functionality, we can move this back to
src/compiler/nir space.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This adds a forgotten decode line on Midgard and adds the field of a
blend constant on Bifrost. The Bifrost encoding is fairly weird; whereas
Midgard is just a regular 32-bit float, Bifrost uses a fancy
fixed-point-esque encoding. The decode logic here is experimentally
correct. The encode logic is a sort of "guesstimate", assuming that the
high byte is just int(f / 255.0) and then solving algebraicly for the
low byte. This might be slightly off in some cases.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
This eliminates one major source of #ifdef parity between Midgard and
Bifrost, better representing how the struct acts on Midgard and allowing
proper decodes on Bifrost.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
We already have the Bifrost disassembler in-tree, so now that panwrap is
able to dump Bifrost command streams, hook up the disassembler to
pandecode.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Ryan Houdek <Sonicadvance1@gmail.com>
For IMMEDIATE and FIFO, most games work in a pipelined manner where the
can produce frames at a rate of 1/MAX(CPU duration, GPU duration), but
the render latency is CPU duration + GPU duration.
This means that with scanout from pageflipping we need 3 frames to run
full speed:
1) CPU rendering work
2) GPU rendering work
3) scanout
Once we have a nonblocking acquire that returns a semaphore we can merge
1 and 3. Hence the ideal implementation needs only 2 images, but games
cannot tellwe currently do not have an ideal implementation and that
hence they need to allocate 3 images. So let us do it for them.
This is a tradeoff as it uses more memory than needed for non-fullscreen
and non-performance intensive applications.
Since this is pretty much a TODO that can use the context I added this as
a comment.
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
EGL annoyingly defines a few variants of this token:
EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT - 0x3138
EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR - 0x31BD
EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY - 0x31BD
The EGL_EXT_create_context_robustness extension specifies that the EXT
token is only valid for ES contexts, not GL. The EGL_KHR_create_context
extension defines the KHR version, and says it is only allowed for GL
contexts, and specifically calls out that it's an error for ES contexts.
But EGL 1.5 includes the new suffixless token, which has the same value
as the KHR version, and specifically calls out that it's now valid to
use with both GL and ES contexts. So we should allow this.
Fixes KHR-NoContext.es32.robustness.no_reset_notification and
KHR-NoContext.es32.robustness.lose_context_on_reset on iris, which
apparently is exposing EGL 1.5.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
From the Vulkan 1.1.107 spec:
Sample shading is enabled for a graphics pipeline:
- If the interface of the fragment shader entry point of the
graphics pipeline includes an input variable decorated with
SampleId or SamplePosition. In this case minSampleShadingFactor
takes the value 1.0.
- Else if the sampleShadingEnable member of the
VkPipelineMultisampleStateCreateInfo structure specified when
creating the graphics pipeline is set to VK_TRUE. In this case
minSampleShadingFactor takes the value of
VkPipelineMultisampleStateCreateInfo::minSampleShading.
Otherwise, sample shading is considered disabled.
In other words, if sampleShadingEnable is set to VK_FALSE, we should
ignore minSampleShading.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This was an unintended artifact of my testing of bindless images. We
should be choosing bindless or not dynamically.
Fixes: c0d9926df7 "anv: Use bindless handles for images"
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We need to free memory allocation PrimitiveOffsets in draw_gs_destroy().
This fixes memory leak found while running piglit on windows.
Fixes: 7720ce32a ("draw: add support to tgsi paths for geometry streams. (v2)")
Tested with piglit
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Now that we have the descriptor buffer mechanism, emulated texture
swizzle can be implemented in a very non-invasive way. Previous
attempts all tried to extend the push constant based image param
mechanism which was gross. This could, in theory, be done much faster
with a magic back-end instruction which does indirect MOVs but Vulkan on
IVB is already so slow this isn't going to matter much.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104355
Cc: "19.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
The load/store optimizer pass doesn't handle WaW hazards correctly
and this is the root cause of the reflection issue with Monster
Hunter World. AFAIK, it's the only game that are affected by this
issue.
This is fixed with LLVM r361008, but we need a workaround for older
LLVM versions unfortunately.
Cc: "19.0" "19.1" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The vmwgfx driver supports emulated coherent surface memory as of version
2.16. Add en environtment variable to enable this functionality for
texture- and buffer maps: SVGA_FORCE_COHERENT.
This environment variable should be used for testing only.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
In order to be able to add access modes to a pb_validate_entry, update
the pb_validate_add_buffer function to take a pointer hash table and also
to return whether the buffer was already on the validate list.
Update the svga winsys accordingly.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
The rendered-to flag indicates that the HW surface content is more recent
than the content of the mob. That's the case after a SurfaceDMA transfer
to the surface.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
SVGA_RELOC_INTERNAL indicates a transfer between surface and backing mob.
This means that if the GPU for example reads from the surface it writes
to the backing mob. But since the buffer mapping code allows for
simultaneous gpu- and cpu read access, a read from the surface to the mob
will not synchronize a subsequent map to the readback.
Fix this by inverting the mob access mode in a surface relocation with
SVGA_RELOC_INTERNAL set.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Instead unconditionally call SVGA3D_InvalidateGBSurface() since it's needed
also for Linux for dirty buffers and operation without SurfaceDMA.
For non-guest-backed operation, remove the surface cache surface invalidation
altogether.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
This reverts commit 865b9ddae4.
The buffer always reports format PIPE_FORMAT_R8_UNORM so with this patch only
one component would be supported. The original issue is still relevant, but
the fix should be different.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
glsl_to_nir.cpp:276: uninit_member: Non-static class member "sig" is not initialized in this constructor nor in any functions that it calls.
Reported by coverity
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
imgui_draw.cpp:1781: error[shiftTooManyBitsSigned]: Shifting signed 32-bit value by 31 bits is undefined behaviour
Reported by coverity
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
link_uniforms.cpp:477: uninit_member: Non-static class member "shader_storage_blocks_write_access" is not initialized in this constructor nor in any functions that it calls.
Reported by coverity.
v2: fix 9->0 typo (Ilia)
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
src/compiler/glsl_types.cpp:577: uninit_member: Non-static class member "packed" is not initialized in this constructor nor in any functions that it calls.
from Coverity.
Fixes: 659f333b3a (glsl: add packed for struct types)
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
Many of these are now patched; one of them we patch here. Regardless,
this is one less thing to worry about in the code, I suppose.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Don't attempt sampling with HiZ if the sampler lacks support for it. On
ICL, the HW docs state that sampling with HiZ is not supported and that
instances of AUX_HIZ in the RENDER_SURFACE_STATE object will be
interpreted as AUX_NONE.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
If the SSA def produced by this instruction is only in the block in
which it is defined and is not used by ifs or phis, then we don't have
a reason to convert it to a register in
nir_lower_ssa_defs_to_regs_block().
The special case for derefs is covered by the general case, so can be
removed: at this point all derefs in the block are
materialized (i.e. the whole deref chain is in the block) and derefs
are not used in phis.
v2: Fix wrong check for if_uses. If there's such an use, the def is
not "local_to_block". (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Normally gl_nir_lower_samplers_as_deref records info->textures_used
for us, but this pass runs after that, attempting to assign samplers
in the same order as st_atom_texture's external_samplers_used loop
so the stars align and we get the same locations.
Since we're adding textures late, we need to amend info->textures_used.
iris uses info->textures_used to set up texture bindings; this fixes
Piglit's ext_image_dma_buf_import-sample-{nv12,yuv420,yvu420} there.
Reviewed-by: Rob Clark <robdclark@gmail.com>
First, allow the case for negative powers of two. Then ensure that we
use the absolute value of the non-constant value to calculate the
quotient -- this was hinted in the code by the name 'uq'.
This fixes an issue when 'd' is positive and 'n' is negative. The
ishr will propagate the negative sign and we'll use nir_ineg() again,
incorrectly.
v2: First version used only ishr, but that isn't sufficient, since it
never can produce a zero as a result. (Jason)
Allow negative powers of two. (Caio)
Fixes: 74492ebad9 "nir: Add a pass for lowering integer division by constants"
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
shader-db's report.py will use this to see when we've changed loop
unrolling behavior on a shader and skip including other stats like
instruction count from being considered for that shader, since they won't
be useful as a proxy for real world performance in that case.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Tested-by: Eduardo Lima Mitev <elima@igalia.com>
This lets us reuse their report.py, at the expense of fd-report.py no
longer working.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Tested-by: Eduardo Lima Mitev <elima@igalia.com>
It was more of a hindrance, as it pretended that we could compile in the
driver with a missing screen.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Tested-by: Eduardo Lima Mitev <elima@igalia.com>
The TTN path needs access to the screen to make the right decisions about
lowering, but we didn't have pctx->screen set up at fdN_prog_init time.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Tested-by: Eduardo Lima Mitev <elima@igalia.com>
The prim discard compute shader bakes InstanceID into the output index buffer.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
If a prim discard compute shader hasn't finished compilation, we don't want
to any shader.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The primitive discard compute shader will get the position output this way.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit adjusts the capabilities returned
by the SWR driver and the documentation to correctly
report the following extensions:
GL_ARB_texture_query_lod, GL_ARB_texture_cube_map_array,
GL_ARB_gpu_shader_fp64, GL_ARB_texture_gather,
GL_ARB_vertex_attrib_64bit.
Reviewed-by: Alok Hota <alok.hota@intel.com>
For newcomers to gitlab, it is not evident that it is better to press
the "Resolve Discussion" button when you update your branch handling
feedback.
v2:
* Fix several grammar nits, reorder, use new corrected text (Connor
Abbot)
* Use "reviewers", instead of reviewer (Eric Engestrom)
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
transform feedback draws get the number of vertices from the transform
feedback object. In draw, we'll figure this out with the number of bytes
written divided by the stride. However, it is apparently possible we end
up with a stride of 0 there (not entirely sure it could happen with GL).
Probably when nothing was actually ever written (so we don't actually
have a stride set). Just avoid the division by zero by setting the count
to 0.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Use fstat() only to pre-allocate a big enough buffer.
This fixes a race where if the file grows between fstat() and read()
we would be missing the end of the file, and if the file slims down
read() would just fail.
Fixes: 316964709e "util: add os_read_file() helper"
Reported-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This pass moves instructions around and adds control-flow in the
middle of blocks. We need to use nir_foreach_instr_safe to ensure that
we iterate over instructions correctly anyway.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 3bd5457641 ("nir: Add a lowering pass for non-uniform resource access")
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
For a block with a contiguous chunk of 32 vars that don't need updating,
this lets us skip 32 vars at a time. Also, by using bitscan, we only
iterate for each set bit rather than testing them all one at a time.
Looking at perf (with -O0 which is unfortunately necessary to get
reasonable back-traces), this seems to cuts about 50-60% of the time
spent in compute_start_end() which is, itself about 4-6% of the
run-time. In the real world, with a release driver build, this cuts
1.34% off a full shader-db run. (I ran shader-db 5 times in each
configuration).
Reviewed-by: Matt Turner <mattst88@gmail.com>
Otherwise, we get an effectively random spill reg because we no longer
have the information from RA to guide us. Also, a completely clean
graph has undefined data in in_stack which is used for choosing the
spill reg so it really is non-deterministic.
Fixes: e99081e76d "intel/fs/ra: Spill without destroying the..."
Tested-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This line is no longer relevant now that booleans are 1-bit, and in fact
causes issues (infinite progress loop between algebraic optimizations
and copy prop) with constant vector masks.
No shader-db changes on Intel platforms (Jason).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This commit adds a bunch of new load/store opcodes, largely related to
OpenCL, as well as adjusting the name of existing opcodes to be more
uniform. The immediate effect is compute shaders are substantially
easier to interpret now.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Midgard ALU features two types of constants: embedded constants (128-bit
chunk, zero/one per schedule bundle) and inline constants (16-bit
splattered into the op, second source if present). Inline constants are
much more efficient from a space and scheduling freedom standpoint, so
it's desirable to inline when possible. Now that integer ops are well
understood and in use, we enable inlining of integers constants in
addition to floats (which have been inlined since forever).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
By default, the "normal" output modifier is set on ALU ops. This is the
correct default for float outputs -- for floats, it preserves the semantic
value. Unfortunately, when used with integers, it does not preserve the
bitstream encoding, causing misbehaviour. (It's an open question what
happens when `normal` is used with integers -- does it apply some other
transformation? or does it do floating point normalization/etc on the
ints as if they were floats?).
Instead, we default to the "clamp to integer" output modifier for
ops writing integers. Semantically, this makes sense (clamping an
integer to the nearest integer is the identity function). In the
hardware with an integer opcode, this is the actual "normal".
This fixes numerous sporadic and sometimes bizarre bugs relating to
integers, especially integer moves. With this in place, we no longer
care about the types involved; it's just bits on the wire again.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
From Gallium (and our) perspective, the stride of a BO is arbitrary. For
internal buffers, we can make it something nice, but for imported linear
buffers (e.g. EGL clients), we don't always have that luxury. To cope,
we calculate the expected stride of a texture, compare it to the BO's
actual reported stride, and if they differ, set the latter as a custom
stride.
Fixes rendering of windows not on tile boundaries (noticeable in Weston
with es2gears_wayland, for instance). Also, this should fix stride
issues with bufer reloading.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
With a special flag, texture descriptors can include custom stride(s).
We haven't seen a case of this used for mipmaps/cubemaps, so it's not
clear how that will be encoded, but this dumps correctly for single
one-level 2D textures.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
One field was not dumped for some reason. It's observed to be 0, but
it's still good to have it available.
Also, extra fields might be snuck in the bitmaps array (it's
variable-lengthed at the end), and we want to guard against that
possibility, so we dump a little more.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Acked-by: Dave Airlie <airlied@redhat.com>
We already use GFX9 and I don't want us to have confusing naming
in the driver. GFXn naming is better from the driver perspective,
because it's the real version of the gfx portion of the hw. Also,
CIK means Bonaire-Kaveri-Kabini, it doesn't mean CI.
It shouldn't confuse our SDMA, UVD, VCE etc. code much. Those have
nothing to do with GFXn and they have their own version numbers.
Handle PIPE_TRANSFER_DONT_BLOCK and PIPE_TRANSFER_MAP_DIRECTLY.
Make virgl_resource_transfer_prepare return an enum instead of a
bool for extensibility (e.g., instruct the callers to map
differently).
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
virgl_resource_transfer_prepare should be called before mapping to
prepare the resource. It does flush, readback, and wait as needed.
virgl_res_needs_flush and virgl_res_needs_readback become internal
helpers to the new function.
There should be no externally visible change.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Obviously missing the instruction insertion into the SSA list.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 3bd5457641 ("nir: Add a lowering pass for non-uniform resource access")
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
There's some debate about whether we should support this on older
hardware as well. Currently i965 turns it off on Gen8- though, so
we follow suit. If this changes, we can update this as well.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Corresponding to GL_ARB_fragment_shader_interlock and
GL_NV_fragment_shader_interlock. Currently, only the NIR paths
support this functionality, but someone could conceivably add it
to TGSI too.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
In the future I want to expand this to 128-bits, for vec16 support, so
lets just put the code in place to use bitset ranges now.
v2: just declare the bitset to be the max of what we should ever see
and change assert to reflect it.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Our tessellation control shaders can be dispatched in several modes.
- SINGLE_PATCH (Gen7+) processes a single patch per thread, with each
channel corresponding to a different patch vertex. PATCHLIST_N will
launch (N / 8) threads. If N is less than 8, some channels will be
disabled, leaving some untapped hardware capabilities. Conditionals
based on gl_InvocationID are non-uniform, which means that they'll
often have to execute both paths. However, if there are fewer than
8 vertices, all invocations will happen within a single thread, so
barriers can become no-ops, which is nice. We also burn a maximum
of 4 registers for ICP handles, so we can compile without regard for
the value of N. It also works in all cases.
- DUAL_PATCH mode processes up to two patches at a time, where the first
four channels come from patch 1, and the second group of four come
from patch 2. This tries to provide better EU utilization for small
patches (N <= 4). It cannot be used in all cases.
- 8_PATCH mode processes 8 patches at a time, with a thread launched per
vertex in the patch. Each channel corresponds to the same vertex, but
in each of the 8 patches. This utilizes all channels even for small
patches. It also makes conditions on gl_InvocationID uniform, leading
to proper jumps. Barriers, unfortunately, become real. Worse, for
PATCHLIST_N, the thread payload burns N registers for ICP handles.
This can burn up to 32 registers, or 1/4 of our register file, for
URB handles. For Vulkan (and DX), we know the number of vertices at
compile time, so we can limit the amount of waste. In GL, the patch
dimension is dynamic state, so we either would have to waste all 32
(not reasonable) or guess (badly) and recompile. This is unfortunate.
Because we can only spawn 16 thread instances, we can only use this
mode for PATCHLIST_16 and smaller. The rest must use SINGLE_PATCH.
This patch implements the new 8_PATCH TCS mode, but leaves us using
SINGLE_PATCH by default. A new INTEL_DEBUG=tcs8 flag will switch to
using 8_PATCH mode for testing and benchmarking purposes. We may
want to consider using 8_PATCH mode in Vulkan in some cases.
The data I've seen shows that 8_PATCH mode can be more efficient in
some cases, but SINGLE_PATCH mode (the one we use today) is faster
in other cases. Ultimately, the TES matters much more than the TCS
for performance, so the decision may not matter much.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The payload field is actually "instance" (thread number), which is used
to calculate the invocation ID.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
When we add 8_PATCH mode, this will get a bit more complex, so we may
as well start by putting it in a helper function.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This diverged back in f1374805a8 ("drm-uapi: use local files, not system
libdrm") to point at drm-uapi's copy, which we don't need now that we're
actually in drm-uapi.
Reviewed-by: Rob Clark <robdclark@gmail.com>
The goal is to avoid having an extra MOV instruction to perform the
saturate. Doing the subtraction first allows the saturate to be applied
to the ADD instruction making the MOV unnecessary. Values generated in
different block and values from non-ALU instructions (e.g., texture
instructions) almost always need the extra MOV.
Multiply instructions are restricted because doing this rearrangement
can interfere with the generation of flrp and ffma instructions.
v2: Now that the final method has been selected, squash three commits
into one.
All Intel platforms has similar results. (Ice Lake shown)
total instructions in shared programs: 17223214 -> 17219386 (-0.02%)
instructions in affected programs: 1524376 -> 1520548 (-0.25%)
helped: 2686
HURT: 26
helped stats (abs) min: 1 max: 32 x̄: 1.44 x̃: 1
helped stats (rel) min: 0.03% max: 16.67% x̄: 0.54% x̃: 0.37%
HURT stats (abs) min: 1 max: 2 x̄: 1.69 x̃: 2
HURT stats (rel) min: 0.33% max: 1.67% x̄: 0.54% x̃: 0.35%
95% mean confidence interval for instructions value: -1.46 -1.36
95% mean confidence interval for instructions %-change: -0.56% -0.50%
Instructions are helped.
total cycles in shared programs: 360811571 -> 360791896 (<.01%)
cycles in affected programs: 103650214 -> 103630539 (-0.02%)
helped: 1557
HURT: 675
helped stats (abs) min: 1 max: 1773 x̄: 41.44 x̃: 16
helped stats (rel) min: <.01% max: 26.77% x̄: 1.37% x̃: 0.64%
HURT stats (abs) min: 1 max: 1513 x̄: 66.44 x̃: 14
HURT stats (rel) min: <.01% max: 46.16% x̄: 2.00% x̃: 0.49%
95% mean confidence interval for cycles value: -14.82 -2.81
95% mean confidence interval for cycles %-change: -0.50% -0.20%
Cycles are helped.
LOST: 2
GAINED: 0
Reviewed-by: Matt Turner <mattst88@gmail.com> [v1]
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
The value-range tracking pass that is coming is not clever enough to
know that the result of the ffma must be non-negative. Making it that
smart will require quite a bit of work. It might be possible to add a
special case that detects that a whole tree of fadd(fmul(fsat(a),
fneg(fsat(a))), 1.0) cannot be negative.
For cases when the comparison is used in the domain guard for a
square-root (see nir/algebraic: Simplify fsqrt domain guard), the
compare may be converted to a fmax. This patch also handles that case.
All of the affected cases are in DiRT: Showdown.
All Gen7+ platforms had similar results. (Ice Lake shown)
total instructions in shared programs: 17225365 -> 17225303 (<.01%)
instructions in affected programs: 40051 -> 39989 (-0.15%)
helped: 62
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 0.07% max: 0.66% x̄: 0.27% x̃: 0.26%
95% mean confidence interval for instructions value: -1.00 -1.00
95% mean confidence interval for instructions %-change: -0.31% -0.22%
Instructions are helped.
total cycles in shared programs: 360842788 -> 360842595 (<.01%)
cycles in affected programs: 1818081 -> 1817888 (-0.01%)
helped: 29
HURT: 22
helped stats (abs) min: 1 max: 206 x̄: 20.66 x̃: 14
helped stats (rel) min: <.01% max: 9.55% x̄: 0.87% x̃: 0.42%
HURT stats (abs) min: 1 max: 108 x̄: 18.45 x̃: 7
HURT stats (rel) min: <.01% max: 4.48% x̄: 0.56% x̃: 0.19%
95% mean confidence interval for cycles value: -14.48 6.91
95% mean confidence interval for cycles %-change: -0.71% 0.21%
Inconclusive result (value mean confidence interval includes 0).
No changes on any other Intel platform.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Without this, adding an algebraic rule like
(('bcsel', ('flt', a, 0.0), 0.0, ...), ...),
will cause assertion failures inside nir_src_comp_as_float in
GTF-GL46.gtf21.GL.lessThan.lessThan_vec3_frag (and related tests) from
the OpenGL CTS and shaders/closed/steam/witcher-2/511.shader_test from
shader-db.
All of these cases have some code that ends up like
('bcsel', ('flt', a, 0.0), 'b@1', ...)
When the 'b@1' is tested, nir_src_comp_as_float fails because there's
no such thing as a 1-bit float.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
This change also enables a later change (nir/algebraic: Replace
1-fsat(a) with fsat(1-a)) to affect more shaders.
Almost all of the affected shaders are in Bioshock Infinite, and all of
those shaders all require GLSL 4.10.
All Intel platforms had similar results. (Ice Lake shown)
total instructions in shared programs: 17228584 -> 17228376 (<.01%)
instructions in affected programs: 31438 -> 31230 (-0.66%)
helped: 105
HURT: 0
helped stats (abs) min: 1 max: 5 x̄: 1.98 x̃: 1
helped stats (rel) min: 0.08% max: 1.53% x̄: 0.73% x̃: 0.70%
95% mean confidence interval for instructions value: -2.20 -1.76
95% mean confidence interval for instructions %-change: -0.80% -0.67%
Instructions are helped.
total cycles in shared programs: 360936431 -> 360935690 (<.01%)
cycles in affected programs: 420100 -> 419359 (-0.18%)
helped: 71
HURT: 21
helped stats (abs) min: 1 max: 160 x̄: 19.28 x̃: 10
helped stats (rel) min: <.01% max: 9.78% x̄: 0.95% x̃: 0.48%
HURT stats (abs) min: 1 max: 198 x̄: 29.90 x̃: 10
HURT stats (rel) min: 0.05% max: 8.36% x̄: 1.24% x̃: 0.90%
95% mean confidence interval for cycles value: -16.77 0.66
95% mean confidence interval for cycles %-change: -0.85% -0.06%
Inconclusive result (value mean confidence interval includes 0).
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
This doesn't make any real difference now, but future work (not in this
series) will add a LOT of ffma patterns. Having to duplicate all of
them for ffma(a, b, c) and ffma(b, a, c) is just terrible.
No shader-db changes on any Intel platform.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2: Instead of handling 3 sources as a special case, generalize with
loops to N sources. Suggested by Jason.
v3: Further generalize by only checking that number of sources is >= 2.
Suggested by Jason.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The meaning of the new name is that the first two sources are
commutative. Since this is only currently applied to two-source
operations, there is no change.
A future change will mark ffma as 2src_commutative.
It is also possible that future work will add 3src_commutative for
opcodes like fmin3.
v2: s/commutative_2src/2src_commutative/g. I had originally considered
this, but I discarded it because I did't want to deal with identifiers
that (should) start with 2. Jason suggested it in review, so we decided
that _2src_commutative would be used in nir_opcodes.py. Also add some
comments documenting what 2src_commutative means. Also suggested by
Jason.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Instead of re-building the interference graph every time we spill, we
modify it in place so we can avoid recalculating liveness and the whole
O(n^2) interference graph building process. We make a simplifying
assumption in order to do so which is that all spill/fill temporary
registers live for the entire duration of the instruction around which
we're spilling. This isn't quite true because a spill into the source
of an instruction doesn't need to interfere with its destination, for
instance. Not re-calculating liveness also means that we aren't
adjusting spill costs based on the new liveness. The combination of
these things results in a bit of churn in spilling. It takes a large
cut out of the run-time of shader-db on my laptop.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15311224 -> 15311360 (<.01%)
instructions in affected programs: 77027 -> 77163 (0.18%)
helped: 11
HURT: 18
total cycles in shared programs: 355544739 -> 355830749 (0.08%)
cycles in affected programs: 203273745 -> 203559755 (0.14%)
helped: 234
HURT: 190
total spills in shared programs: 12049 -> 12042 (-0.06%)
spills in affected programs: 2465 -> 2458 (-0.28%)
helped: 9
HURT: 16
total fills in shared programs: 25112 -> 25165 (0.21%)
fills in affected programs: 6819 -> 6872 (0.78%)
helped: 11
HURT: 16
Total CPU time (seconds): 2469.68 -> 2360.22 (-4.43%)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This is slightly less convenient in some places but it will make it much
easier when we want to start adding nodes dynamically.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The old code was arranged by the type of interference being added. It
would set up payload registers and then add payload interference for all
VGRFs. It would set up MRFs and add MRF interference for all VGRFs.
This commit re-arranges things to be organized differently. It first
creates and sets up all RA nodes and then groups interference into two
new categories: live range and instruction interference. Once all the
RA nodes have been set up, it walks the list of VGRFs and sets up their
live range interference and then walks the list of instructions and sets
up instruction interference. This new arrangement will be advantageous
for a future patch but, at the moment, it cuts 2% off the run-time of
shader-db on my laptop.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15311224 -> 15311224 (0.00%)
instructions in affected programs: 0 -> 0
helped: 0
HURT: 0
total cycles in shared programs: 355544739 -> 355544739 (0.00%)
cycles in affected programs: 0 -> 0
helped: 0
HURT: 0
Total CPU time (seconds): 2523.45 -> 2469.68 (-2.13%)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The only use of the MRF hack these days is for spilling and there we
don't need the precise MRF usage information. If we're spilling then we
know pretty well how many MRFs are going to be used. It is possible if
the only things that are spilled have fewer SIMD channels than the
dispatch width of the shader that this may be more MRFs than needed.
That's a risk we're willing to takd.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15311100 -> 15311224 (<.01%)
instructions in affected programs: 16664 -> 16788 (0.74%)
helped: 1
HURT: 5
total cycles in shared programs: 355543197 -> 355544739 (<.01%)
cycles in affected programs: 731864 -> 733406 (0.21%)
helped: 3
HURT: 6
The hurt shaders are all SIMD32 compute shaders where we reserve enough
space for a 32-wide spill/fill but don't need it.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This accomplishes two things. First, it makes interfaces which are
really private to RA private to RA. Second, it gives us a place to
store some common stuff as we go through the algorithm.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
There's no reason why we need to use the calculated payload_node_count
value which is just first_non_payload_grf aligned up. The grf_used
value will be aligned up to 16 anyway (which is a much bigger alignment)
before being handed off to hardware.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We only have one node per VGRF so this was adding way too much
interference. No idea how we didn't catch this before.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15311100 -> 15311100 (0.00%)
instructions in affected programs: 0 -> 0
helped: 0
HURT: 0
total cycles in shared programs: 355468050 -> 355543197 (0.02%)
cycles in affected programs: 2472492 -> 2547639 (3.04%)
helped: 17
HURT: 20
Fixes: 014edff0d2 "intel/fs: Add interference between SENDS sources"
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We want to be able to call ra_allocate() and, when it fails, mutate the
graph and try again rather than re-building the graph from scratch.
This commit moves all the scratch bits except the final register
allocation (which is really an out value not scratch) into sub-structs
named "tmp" to make it clear which things are scratch. It also adds
bits to the ra_select() initialization loop to initialize things (since
we can't trust rzalloc anymore) and copy q_test and forced_reg over.
Reviewed-by: Eric Anholt <eric@anholt.net>
Unfortunately, we can't quite follow the standard C conventions for
these because ralloc doesn't know the sizes of pointers.
Reviewed-by: Eric Anholt <eric@anholt.net>
In the last phase of the schedule and RA loop, the RA call is redundant
if we spill. Immediately afterwards, we're going to see that we
couldn't allocate without spilling and call back into RA and tell it to
go ahead and spill. We've known about it for a while but we've always
brushed over it on the theory that, if you're going to spill, you'll be
calling RA a bunch anyway and what does one extra RA hurt? As it turns
out, it hurts more than you'd expect. Because the RA interference graph
gets sparser with each spill and the RA algorithm is more efficient on
sparser graphs, the RA call that we're duplicating is actually the most
expensive call in the RA-and-spill loop.
There's another extra RA call we do that's a bit harder to see which
this also removes. If we try to compile a shader that isn't the minimum
dispatch width and it fails to allocate without spilling we call fail()
to set an error but then go ahead and do the first spilling RA pass and
only after that's complete do we detect the fail and bail out. By
making minimum dispatch widths part of the spill condition, we side-step
this problem.
Getting rid of these extra spills takes the compile time of a nasty
Aztec Ruins shader from about 28 seconds to about 26 seconds on my
laptop. It also makes shader-db 1.5% faster
Shader-db results on Kaby Lake:
total instructions in shared programs: 15311100 -> 15311100 (0.00%)
instructions in affected programs: 0 -> 0
helped: 0
HURT: 0
total cycles in shared programs: 355468050 -> 355468050 (0.00%)
cycles in affected programs: 0 -> 0
helped: 0
HURT: 0
Total CPU time (seconds): 2524.31 -> 2486.63 (-1.49%)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The most expensive part of register allocation is the ra_simplify step
which is a fixed-point algorithm with a worst-case complexity of O(n^2)
which adds the registers to a stack which we then use later to do the
actual allocation. This commit uses bit sets and changes the core loop
of ra_simplify to first walk 32-node chunks and then walk each chunk.
This lets us skip whole 32-node chunks in one go based on bit operations
and compute the minimum q value potentially 32x as fast. Of course, the
algorithm still has the same fundamental O(n^2) run-time but the
constant is now much lower.
In the nasty Aztec Ruins compute shader, this shaves a full four seconds
off the 30s compile time for a release build of mesa. In a debug build
(needed for accurate stack traces), perf says that ra_select takes 20%
of runtime before this patch and only 5-6% of runtime after this patch.
It also makes shader-db runs faster.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15311100 -> 15311100 (0.00%)
instructions in affected programs: 0 -> 0
helped: 0
HURT: 0
total cycles in shared programs: 355468050 -> 355468050 (0.00%)
cycles in affected programs: 0 -> 0
helped: 0
HURT: 0
Total CPU time (seconds): 2602.37 -> 2524.31 (-3.00%)
Reviewed-by: Eric Anholt <eric@anholt.net>
We only use q_total if the reg is not assigned so there's no point in
updating it if the reg is not assigned. This has no known perf benefit
but it will reduce churn in a future commit.
Reviewed-by: Eric Anholt <eric@anholt.net>
This shaves about half a second off the 30 second compile time of one of
the compute shaders in Aztec ruins.
Reviewed-by: Eric Anholt <eric@anholt.net>
Both apps and we (see virgl_buffer_transfer_flush_region) might
flush regions that are unmodified. We have to read back for those
flushes.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
It currently has no user and is probably incorrect (resource_wait is
required in some more cases). Remove it so that we can focus on
transfers first.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
No surface requires an auxiliary surface to operate correctly. Fall back
to an uncompressed surface if mesa fails to create and allocate an
auxiliary surface. This enables adding more restrictions to ISL without
having to update iris.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
intel_tiling_supports_hiz() and intel_miptree_supports_hiz() duplicate
much the work done by isl_surf_get_hiz_surf(). Replace them with simple
expressions.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Import some restrictions from intel_tiling_supports_hiz() and
intel_miptree_supports_hiz().
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
intel_tiling_supports_ccs() and intel_miptree_supports_ccs() duplicate
much the work done by isl_surf_get_ccs_surf(). Drop them both and index
a boolean array to choose CCS_D in intel_miptree_choose_aux_usage().
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
This function duplicates much the work done by isl_surf_get_mcs_surf().
Replace it with a simple expression.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Import some restrictions from intel_miptree_supports_mcs() and don't
assume that the caller knows which device generations are supported.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
No surface requires an auxiliary surface to operate correctly. Fall back
to an uncompressed surface if mesa fails to create and allocate an
auxiliary surface. This enables adding more restrictions to ISL without
having to update i965.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Instead of checking the API variant on entry of set_varying_vp_inputs
to check if we can ever be interrested in fixed function processing
or not, we can check if we are actually fixed function processing.
To check this we can use the immediately updated
gl_context::VertexProgram._VPMode value that tells us if we have a
user provided shader program or if we are in fixed function processing
either through an internal TNL shader of directly through hardware.
When doing so, we also need to recheck the varying_vp_inputs variable
at the time gl_context::VertexProgram._VPMode is set to VP_MODE_FF.
Put asserts at the consumers of gl_context::varying_vp_inputs to make
sure gl_context::VertexProgram._VPMode is set to VP_MODE_FF. By that
gl_context::varying_vp_inputs should be up to date then.
By not looking at the opengl api for this decision we should actually
catch more cases where we can avoid setting a state change flag, including
the ones where we cannot get into VP_MODE_FF by the choice of the api.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
The precondition stated in the comment is not true. The values mentioned are
only set from _mesa_update_state which in turn may not yet be called.
For now set the _NEW_VARYING_VP_INPUTS flag a bit more often, we will narrow
that down to a minimum again in a later patch.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Whenever a buffer is allocated, e.g. by the first draw call or EGL call after a
buffer swap, make sure the size is up to date. Prior to this commit, we
failed to do so when querying the buffer age, or swapping buffers
without any prior EGL call or draw call.
Signed-off-by: Jonas Ådahl <jadahl@gmail.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
The spec says we can't create another surface if we already created a
surface with the given window or pixmap. Implement this check.
This behavior is exercised by piglit/egl-create-surface.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Each platform stores this in a different place:
- platform_drm uses dri2_surf->gbm_surf->base
- platform_android uses dri2_surf->window
- platform_wayland uses dri2_surf->wl_win
- platform_x11 uses dri2_surf->drawable
- platform_x11_dri3 uses dri3_surf->loader_drawable.drawable
- haiku doesn't even store it!
We need access to the native surface since the specification asks us
to refuse creating a new surface if there's already an EGLSurface
associated with native_surface.
An alternative to this patch would be to create a new
API.GetNativeWindow callback that each platform would have to
implement. While that's something we can definitely do, I prefer
this approach.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Otherwise we risk to read past the end of the buffer.
In addition, change the loop counters to unsigned to be consistent
with the types.
Fixes: afa8707ba9
softpipe: add SSBO/shader atomics support.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
As with the previous value of 5000 we seemed to be reaching OOM in some
circumstances.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Acked-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Since last Friday, these two tests have been fixed:
dEQP-GLES2.functional.shaders.functions.control_flow.return_in_nested_loop_fragment
dEQP-GLES2.functional.shaders.linkage.varying_7
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Acked-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
It sure looks like we just want both of them to be nonzero, and && is
probably going to be cheaper than * anyway.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
My gcc can't see that the uninitialized value from the PIPE_BUFFER case
isn't used from the !PIPE_BUFFER cases later.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
__u64 is a ulonglong on x86_64, not uint64_t, so my gcc was complaining
about the wrong type being passed in.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
The .editorconfig helps with the tabs, but we've got this
two-tabs-from-previous-indentation line continuation style that requires
whacking the c-file-offsets. This will throw emacs warnings when first
opening a file in the directory, press '!' to shut it up for the future.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
The editorconfig takes precedence over dir-locals in emacs26 with
editorconfig enabled, so the /.editorconfig was affecting these
directories.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
There's no real work to do here since we already support scalar block
layout which is a direct superset of what this extension allows.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Other types like syncobj do not need it, so lets make things a bit more uniform.
Also reduce confusion what the signalled/submitted referred to (especially with
imported fences)
Reviewed-by: Dave Airlie <airlied@redhat.com>
VK_AMD_draw_indirect_count has been promoted with the suffix
changed to KHR.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The V3D 4.2 HW has a limit to MSAA texture sizes of 4096. With non-MSAA,
we can go up to 7680 (actually probably 8138, but that hasn't been
validated by the HW team). Exposing 7680 in X11 will allow dual 4k displays.
The _LEVELS assumes that the max is always power of two. For V3D 4.2, we
can support up to 7680 non-power-of-two MSAA textures, which will let X11
support dual 4k displays on newer hardware.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
In most places (glGetInteger, max_legal_texture_dimensions), we wanted the
number of pixels, not the number of levels. Number of levels is easily
recovered with util_next_power_of_two() and ffs(). More importantly, for
V3D we want to be able to expose a non-power-of-two maximum texture size
to cover 2x4k displays on HW that can't quite do 8192 wide.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The shared function has some extension presence checks, but other than
that has the same switch statement contents.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
glibc < 2.27 defines OVERFLOW in /usr/include/math.h.
This patch fixes this build error.
In file included from ../include/c99_math.h:37:0,
from ../src/util/u_math.h:44,
from ../src/mesa/main/macros.h:35,
from ../src/intel/compiler/brw_reg.h:47,
from ../src/intel/tools/i965_asm.h:32,
from ../src/intel/tools/i965_gram.y:29:
src/intel/tools/i965_gram.tab.c:562:5: error: expected identifier before numeric constant
OVERFLOW = 412,
^
Fixes: 70308a5a8a ("intel/tools: New i965 instruction assembler tool")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110656
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Acked-by: Eric Engestrom <eric@engestrom.ch>
The overall goal is to support unaligned loads from vertex buffers
natively on SI.
In the unaligned case, we fall back to the general case implementation in
ac_build_opencoded_load_format. Since this function is fully general,
we will also use it going forward for cases requiring fully manual format
conversions of dwords anyway.
This requires a different encoding of the fix_fetch array, which will now
contain the entire format information if a fixup is required.
Having to check the alignment of vertex buffers is awkward. To keep the
impact on the fast path minimal, the si_context will keep track of which
vertex buffers are (not) at least dword-aligned, while the
si_vertex_elements will note which vertex buffers have some (at most dword)
alignment requirement. Vertex buffers should be dword-aligned most of the
time, which allows a fast early-out in almost all cases.
Add the radeonsi_vs_fetch_always_opencode configuration variable for
testing purposes. Note that it can only be used reliably on LLVM >= 9,
because support for byte and short load is required.
v2:
- add a missing check to si_bind_vertex_elements
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The current SSA def validation we do in nir_validate validates three
things:
1. That each SSA def is only ever used in the function in which it is
defined.
2. That an nir_src exists in an SSA def's use list if and only if it
points to that SSA def.
3. That each nir_src is in the correct use list (uses or if_uses) based
on whether it's an if condition or not.
The way we were doing this before was that we had a hash table which
provided a map from SSA def to a small ssa_def_validate_state data
structure which contained a pointer to the nir_function_impl and two
hash sets, one for each use list. This meant piles of allocation and
creating of little hash sets. It also meant one hash lookup for each
SSA def plus one per use as well as two per src (because we have to look
up the ssa_def_validate_state and then look up the use.) It also
involved a second walk over the instructions as a post-validate step.
This commit changes us to use a single low-collision hash set of SSA
sources for all of this by being a bit more clever. We accomplish the
objectives above as follows:
1. The list is clear when we start validating a function. If the
nir_src references an SSA def which is defined in a different
function, it simply won't be in the set.
2. When validating the SSA defs, we walk the uses and verify that they
have is_ssa set and that the SSA def points to the SSA def we're
validating. This catches the case of a nir_src being in the wrong
list. We then put the nir_src in the set and, when we validate the
nir_src, we assert that it's in the set. This takes care of any
cases where a nir_src isn't in the use list. After checking that
the nir_src is in the set, we remove it from the set and, at the end
of nir_function_impl validation, we assert that the set is empty.
This takes care of any cases where a nir_src is in a use list but
the instruction is no longer in the shader.
3. When we put a nir_src in the set, we set the bottom bit of the
pointer to 1 if it's the condition of an if. This lets us detect
whether or not a nir_src is in the right list.
When running shader-db with an optimized debug build of mesa on my
laptop, I get the following shader-db CPU times:
With NIR_VALIDATE=0 3033.34 seconds
Before this commit 20224.83 seconds
After this commit 6255.50 seconds
Assuming shader-db is a representative sampling of GLSL shaders, this
means that making this change yields an 81% reduction in the time spent
in nir_validate. It still isn't cheap but enabling validation now only
increases compile times by 2x instead of 6.6x.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Often times you don't know how big a set will be and you want the code
to just grow it as needed. However, sometimes you do know and you can
avoid a lot of rehashing if you just specify a size up-front.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
This function is identical to _mesa_set_add except that it takes an
extra out parameter that lets the caller detect if a replacement
happened.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
All of our hash tables and sets are already using ralloc. There's
really no good reason why we don't just make a ralloc context rather
than try to remember to clean everything up manually.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
The H5 hardware variant requires a specific plb_max_blk number. This
value can't be probed at the hardware level.
Signed-off-by: Patrick Lerda <patrick9876@free.fr>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Move plb_max_blk to lima_screen, and add a new debug option:
LIMA_PLB_MAX_BLK
Signed-off-by: Patrick Lerda <patrick9876@free.fr>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
While ImageFormatProperties returns the number of internal descriptors,
it turns out that applications do not need to actually allocate more
descriptors in the descriptor pool.
So if we make descriptors with more planes larger we have to be
convervative and always allocate space for the larger descriptors
which is a waste given the low usage of this ext.
So let us make use of the fact that 3plane formats all have the
same formats & dimensions for the last two planes. This way we
only need the first half of the descriptor of the 3rd plane and
can share the second half of the second plane.
This allows us to use 16 bytes for the descriptor which nicely
fits into the 16 bytes that are unused right next to the sampler.
Fixes: 5564c38212 "radv: Update descriptor sets for multiple planes."
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
We use an algebraic pass for the csel optimizations, and use proper
vectorized csel ops (i/fcsel_v) for mixed, rather lowering.
To avoid regressions along the way, we fix an issue with the copy
propagation pass (it should not attempt to propagate constants).
Similarly, we take care to break bundles when using csel to fix some
scheduler corner cases.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
iris_draw_vbo is divided into two functions to remove unnecessary
operations from the loop. This implementation of ARB_indirect_parameters
takes into account NV_conditional_render by saving MI_PREDICATE_RESULT
at the start of a draw call and restoring it at the end also the result
of NV_conditional_render is taken into account when computing predicates
that limit draw calls for ARB_indirect_parameters in a similar way
to 1952fd8d in ANV.
v2: Optimize indirect draws (suggested by Kenneth Graunke)
v3: (by Kenneth Graunke)
- Fix an issue where indirect draws wouldn't set patch information
before updating the compiled TCS.
- Move some code back to iris_draw_vbo to avoid duplicating it.
- Fix minor indentation issues.
Signed-off-by: Illia Iorin <illia.iorin@globallogic.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Shader draw parameters need updating on each iteration of a multidraw
loop, but the primitive based information only needs to be updated once.
Also, patch information needs to be recorded before filling out the TCS
program key, as it determines the number of HS instances.
The nested fma calls were supposed to implement
x_new = x + x * (1 - x*src),
but instead current code is equivalent to
x_new = x - x * (1 - x*src).
The result is that Newton-Raphson steps don't improve precision at all.
This patch fixes this problem.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110435
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Only vertex inputs accessed by vertex shader must have valid buffers
bound.
Signed-off-by: Józef Kucia <joseph.kucia@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Fixes: 5010436e09 "radv: bail out when binding the same vertex buffers"
src/mesa/state_tracker/st_tgsi_lower_yuv.c:68: void reg_dst(struct
tgsi_full_dst_register *, const struct tgsi_full_dst_register *, unsigned
int): assertion "dst->Register.WriteMask" failed
The second crash was due to insufficient allocated size for TGSI
instructions.
Cc: 19.0 19.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Rob Clark <robdclark@gmail.com>
Anuj fixed this in i965 and anv, but the fix never landed in iris.
Fixes tessellation corruption on Icelake. Thanks to Rafael for
bisecting this and tracking it down.
Fixes: d0996d5fab iris: Emit default L3 config for the render pipeline
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Update various limits in
VkPhysicalDeviceDescriptorIndexingPropertiesEXT that were previously
zero to their values from VkPhysicalDeviceLimits. When using
VK_EXT_descriptor_indexing, the former limits will apply to all the
descriptor layout sets -- not only those using the new feature bits.
For the reference, VK_EXT_descriptor_indexing says
"There are new descriptor set layout and descriptor pool creation
flags that are required to opt in to the update-after-bind
functionality, and there are separate maxPerStage* and
maxDescriptorSet* limits that apply to these descriptor set
layouts which may be much higher than the pre-existing limits. The
old limits only count descriptors in non-updateAfterBind
descriptor set layouts, and the new limits count descriptors in
all descriptor set layouts in the pipeline layout."
Fixes: 6e230d7607 "anv: Implement VK_EXT_descriptor_indexing"
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The original implementation assumed that we could allocate the same
amount of command buffers as the number of images in the swapchain.
But the application could potentially render much faster and rerender
into images that have been submitted for presentation but not yet
presented.
This change keeps on allocating command buffers, vertex buffer, vertex
indices as well as a semaphore and a fence for as long as we can't
reuse a previously submitted one.
This fixes rendering issues in the overlay at high frame rates.
v2: Don't recreate semaphores constantly (Józef)
v3: Drop useless surface & FreeCommandBuffers (Józef)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110655
Cc: 19.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Józef Kucia <joseph.kucia@gmail.com>
Non dispatchable handles can be uint64_t. When compiling the layer on
a 32bit platform, this will lead to casting uint64_t into (void *)
which is 32bit, leading to incorrect handles being mapped internally
in the layer.
v2: Use more HKEY() (Eric)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reported-by: Józef Kucia <joseph.kucia@gmail.com>
Fixes: 2d2927938f ("vulkan/overlay-layer: fix cast errors")
Reviewed-by: Józef Kucia <joseph.kucia@gmail.com>
This was taking a reference to the 64kB upload buffer and never
returning it, leaking a reference each time this atom triggered.
This leaked lots of 64kB upload BOs, eventually running us out of
of VMA space. This would usually happen when using mpv to watch a
movie, after 20-40 minutes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110134
Fixes: 63d7b33f51 i965/cs: Setup surface binding for gl_NumWorkGroups
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This fixes video being rendered incorrectly.
User wants height of 360 but internally pipe_video_buffer 's height
is 368 in the test below.
Test:
GST_GL_PLATFORM=egl gst-launch-1.0 videotestsrc ! video/x-raw, width=868, height=360, format=NV12 ! vaapipostproc ! glimagesink
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110443
Signed-off-by: Julien Isorce <jisorce@oblong.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Leo Liu <leo.liu@amd.com>
This avoids a conflict with the new (driver-agnostic) blend_func enum in
shader_enum.h, which broke the build of swrast (and i965 by extension).
My apologies :(
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Fixes: f41be53a ("compiler: Add enums for blend state")
Cc: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This represents a float vec4 constant color, as passed to glBlendColor.
While the existing 4 shader sysvals are retained to minimize code churn,
a single vectorized intrinsic is required for efficient blending on
vector architectures. (This may also apply to archictectures like
Bifrost where ALU is scalar but load/store is vector; it largely depends
on how blending is implemented per-driver.)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Complementing the new API-agnostic shader_enum blending style, we add
helpers to translate between the two forms. Ideally, we could just use
PIPE blending directly, but that makes Vulkan support challenging.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Eric Anholt <eric@anholt.net>
We add enums corresponding to (GLES) blend state to shader_enums.h,
complementing the existing advanced blending enums in the file. This
allows us to represent blending state in a driver-agnostic, API-agnostic
way to permit lowering.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Eric Anholt <eric@anholt.net>
This can be used by both etnaviv and freedreno/a2xx as they are both vec4
architectures with some instructions being scalar-only.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
In order to set up KILL sets, the dataflow code was walking the entire
array of ACPs for every instruction. If you assume the number of ACPs
increases roughly with the number of instructions, this is O(n^2). As
it turns out, regions_overlap() is not nearly as cheap as one would like
and shows up as a significant chunk on perf traces.
This commit changes things around and instead first builds an array of
exec_lists which it uses like a hash table (keyed off ACP source or
destination) similar to what's done in the rest of the copy-prop code.
By first walking the list of ACPs and populating the table and then
walking instructions and only looking at ACPs which probably have the
same VGRF number, we can reduce the complexity to O(n). This takes the
execution time of the piglit vs-isnan-dvec test from about 56.4 seconds
on an unoptimized debug build (what we run in CI) with NIR_VALIDATE=0 to
about 38.7 seconds.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
If the destination of an ACP entry exists only within this block, then
there's no need to keep it for dataflow analysis. We can delete it from
the out_acp table and avoid growing the bitsets any bigger than we
absolutely have to. This reduces the maximum number of global ACP
entries in the vs-isnan-dvec with software fp64 on Kaby Lake from 8630
to 3942 and takes the execution time of the piglit vs-isnan-dvec test
from about 1:16.2 on an unoptimized debug build (what we run in CI) with
NIR_VALIDATE=0 to about 56.4 seconds.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
While the number of ACPs is generally not huge compared to the number of
blocks, 16 does seem a bit small. Bumping it to 64 takes the execution
time of the piglit vs-isnan-dvec test from about 1:18.1 on an unoptimized
debug build (what we run in CI) with NIR_VALIDATE=0 to about 1:16.2.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
When width=4096 and shift_w=0, block_w=0x100 which overflow
the PLBU_CMD 8 bits for it.
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Just do what everybody else but Nouveau does and return 0.0f.
This prevents the repeated logging of these messages on startup:
Unexpected PIPE_CAPF 6 query
Unexpected PIPE_CAPF 7 query
Unexpected PIPE_CAPF 8 query
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
As the functions operate on 16-byte blocks.
Fixes this Valgrind error:
Invalid read of size 4
at 0x5857568: swizzle_bpp1_align16 (pan_swizzle.c:85)
by 0x585780F: panfrost_texture_swizzle (pan_swizzle.c:171)
by 0x584F587: panfrost_tile_texture (pan_resource.c:489)
by 0x584F641: panfrost_transfer_unmap (pan_resource.c:525)
by 0x587718D: u_transfer_helper_transfer_unmap (u_transfer_helper.c:516)
by 0x5875D85: pipe_transfer_unmap (u_inlines.h:515)
by 0x5875F13: u_default_texture_subdata (u_transfer.c:80)
by 0x53FFDC3: st_TexSubImage (st_cb_texture.c:1480)
by 0x54005BB: st_TexImage (st_cb_texture.c:1709)
by 0x5391353: teximage (teximage.c:3105)
by 0x5391353: teximage_err (teximage.c:3132)
by 0x5391B9B: _mesa_TexImage2D (teximage.c:3170)
by 0x5097A77: shared_dispatch_stub_183 (glapi_mapi_tmp.h:18833)
Address 0x1e94f1e8 is 0 bytes after a block of size 16 alloc'd
at 0x483F5C8: malloc (vg_replace_malloc.c:299)
by 0x584F47D: panfrost_transfer_map (pan_resource.c:467)
by 0x587694D: u_transfer_helper_transfer_map (u_transfer_helper.c:243)
by 0x5875EA7: u_default_texture_subdata (u_transfer.c:59)
by 0x53FFDC3: st_TexSubImage (st_cb_texture.c:1480)
by 0x54005BB: st_TexImage (st_cb_texture.c:1709)
by 0x5391353: teximage (teximage.c:3105)
by 0x5391353: teximage_err (teximage.c:3132)
by 0x5391B9B: _mesa_TexImage2D (teximage.c:3170)
by 0x5097A77: shared_dispatch_stub_183 (glapi_mapi_tmp.h:18833)
by 0x4DA8AB: glu::CallLogWrapper::glTexImage2D(unsigned int, int, int, int, int, int, unsigned int, unsigned int, void const*) (in /home/tomeu/deqp-build/modules/gles2/deqp-gles2)
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Cc: 19.1 <mesa-stable@lists.freedesktop.org>
Valgrind was complaining of those.
NIR_PASS only sets progress to TRUE if there was progress.
nir_const_load_to_arr() only sets as many constants as components has
the instruction.
This was causing some dEQP tests to flip-flop, such as:
dEQP-GLES2.functional.fragment_ops.blend.equation_src_func_dst_func.add_src_color_constant_color
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Fixes: 14531d676b ("nir: make nir_const_value scalar")
These tests add too much time to the total run time, and some of them
even hang the DUTs, even if I haven't been able to reproduce it locally.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
There doesn't seem to actually be any noticeably memory leaks on Weston
when running dEQP. We do seem to leak quiet a bit in the client, so we
still have to run the dEQP runner in batches.
This removes the risk of Weston not restarting properly and introducing
spurious failures.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This matches the current state of things on both RK3288 and RK3399.
Hopefully, from now on we'll only remove stuff from this list.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Make sure we have only test case names in the list, excluding names of
test groups.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
To improve robustness, check that we got the expected number of results.
Right now we hard-code the expected number of tests run, but with some
effort we may be able to infer it.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Build artifacts for armhf and schedule them on a Veyron Chromebook with
RK3288.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Buffer needs to be reloaded every time unless explicit clear() was
called.
Fixes rendering issues with wayland compositors.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
The key reason for that mechanism is gone: all the extra optional data
that could be in the anv_push_constants was moved elsewhere. At this
point, just put anv_push_constants directly in anv_cmd_state (part of
anv_cmd_buffer).
v2: Remove a NULL check we don't need anymore in
anv_cmd_buffer_push_constants(). (Lionel)
Fix size we consider for valid push params. (Lionel)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This provides a way for the application to query whether any resets have
happened, which lets us expose "robust" contexts. This also enables the
KHR_robust_buffer_access_behavior tests.
This mechanism lets the driver inform the state tracker about GPU
resets, say for destroying a robust API context and reporting a "device
lost" error to the application, making it take action to deal with this.
The iris batch module now tries to detect that the kernel has banned
our GEM context, creates a new non-banned context, and informs the
iris context module that all assumptions about state are now invalid
and it needs to reinitialize the relevant state.
Based on Chris Wilson's work, but significantly rewritten by me.
Adapted from Chris Wilson's patch. The comment is largely his.
Currently, when iris hangs the GPU, it will continue sending batches
which incrementally update the state, assuming it's preserved across
batches. However, the kernel's GPU reset support reinitializes the
guilty context to the default GPU state (reasonably not wanting to
trust the current state). This ends up resetting critical things
like STATE_BASE_ADDRESS, causing memory accesses in all subsequent
batches to be garbage, and almost certainly result in more hangs
until we're banned or we kill the machine.
We now ask the kernel to ban our render context immediately, so we
notice we've gone off the rails as fast as possible. Eventually, we'll
attempt to recover and continue. For now, we just avoid torching the
GPU over and over.
Ofc legacy gl features that are broken don't trigger fails in deqp. I
should remember to test glxgears more often.
Fixes: 7ff6705b8d freedreno/ir3: convert to "new style" frag inputs
Signed-off-by: Rob Clark <robdclark@chromium.org>
We didn't notice this issue much because the 2 struct share a similar
layout, expect for the additional fields...
We run into that issue in Anv :
==15236== Invalid write of size 8
==15236== at 0x8CF3939C: anv_state_table_expand_range (anv_allocator.c:211)
==15236== by 0x8CF394D5: anv_state_table_grow (anv_allocator.c:264)
==15236== by 0x8CF3967E: anv_state_table_add (anv_allocator.c:312)
==15236== by 0x8CF3B13C: anv_state_pool_alloc_no_vg (anv_allocator.c:1167)
==15236== by 0x8CF3B2B0: anv_state_pool_alloc (anv_allocator.c:1190)
==15236== by 0x8CF60871: alloc_surface_state (anv_image.c:1122)
==15236== by 0x8CF61FF9: anv_CreateImageView (anv_image.c:1519)
==15236== by 0x8BCBD2ED: vkCreateImageView (trampoline.c:1358)
==15236== Address 0x8994ef10 is 0 bytes after a block of size 128 alloc'd
==15236== at 0x4C2FB0F: malloc (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==15236== by 0x8D2578E6: u_vector_init (u_vector.c:47)
==15236== by 0x8CF3929A: anv_state_table_init (anv_allocator.c:168)
==15236== by 0x8CF3A99A: anv_state_pool_init (anv_allocator.c:921)
==15236== by 0x8CF56517: anv_CreateDevice (anv_device.c:1909)
==15236== by 0x8BCB4FBA: terminator_CreateDevice (loader.c:6073)
==15236== by 0x8DD2CB3D: ??? (in /home/djdeath/.steam/ubuntu12_64/libVkLayer_steam_fossilize.so)
==15236== by 0x8DF4D241: vkCreateDevice (in /home/djdeath/.steam/ubuntu12_64/steamoverlayvulkanlayer.so)
==15236== by 0x8BCB35C6: loader_create_device_chain (loader.c:5449)
==15236== by 0x8BCBC230: vkCreateDevice (trampoline.c:838)
v2: Rename mmap_cleanups to avoid confusion (Caio)
v3: s/fail_mmap_cleanups/fail_cleanups/ (Caio)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110648
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
When first implemented in fefd03e16c Mesa's behavior was aligned on behavior
of Nvidia's driver. This caused a failing test in piglit but was ok since the
specification is unclear on this subject.
Nvidia's driver behavior has been modified because using version 410.104, the
problematic test (program_binary_retrievable_hint) now passes.
This commit defers BinaryRetrievableHint update until the next linking so the
test passes on Mesa as well.
Signed-off-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
I don't know why I thought NIR_PASS always set the progress variable.
Derp.
Fixes: d41cdef2a5 ("nir: Use the flrp lowering pass instead of nir_opt_algebraic")
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Coverity CID: 1444996
Coverity CID: 1444995
Coverity CID: 1444994
Coverity CID: 1444993
Coverity CID: 1444991
Coverity CID: 1444989
We need to know the number of rectangles.
This fixes new CTS dEQP-VK.draw.discard_rectangles.dynamic_*.
Fixes: 5db0bf9994 ("radv: Implement VK_EXT_discard_rectangles.")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Propagate the failure from GEM_EXECBUFFER2, cleanup then report failure
if need be. We retain the current behaviour to abort() at the first sign
of trouble -- for a non-robustness context, arguably this is the right
thing to do as the client cannot recover, and the system state is lost.
How to properly integrate with KHR_robustness and reset-strategy is
left as a future exercise.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Pull i915_drm.h to include
kernel commit ba4fda620a5f7db521aa9e0262cf49854c1b1d9c
Author: Chris Wilson <chris@chris-wilson.co.uk>
Date: Mon Feb 18 10:58:21 2019 +0000
drm/i915: Optionally disable automatic recovery after a GPU reset
for improved resilience in handling GPU hangs.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
[ Michel Dänzer: Take changes affecting the docker image from !299,
plus remove the unzip package again before generating the image ]
And consolidate it all into a single job.
It doesn't take much longer than a single version, thanks to ccache.
Overall, this single job might be faster or at least use fewer CPU
cycles than the two jobs before, while covering thrice as many versions
of LLVM.
v2:
* Move "rm -rf _build" to meson-build.sh.
* Set GALLIUM_DRIVERS the same way both times in the meson-clover job,
for symmetry.
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com> # v1
No functional change intended (except for no longer running meson
--version separately, as the version appears early in meson's output
anyway).
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
We really shouldn't ever need a suffix, otherwise it indicates a failure
in coordination. :) In which case, it doesn't really matter how the tag
is disambiguated.
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
meson git now has a cmake find method for llvm, but it lacks a couple of
features that we use from the config tool version. Until that reaches
parity we need to use the config-tool version.
CC: 19.0 19.1 <<mesa-stable@lists.freedesktop.org>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
We use a mix of MI & PIPE_CONTROL commands to write our queries' data
(results & availability). Those commands' memory write order is not
guaranteed with regard to their order in the command stream, unless CS
stalls are inserted between them. This is problematic for 2 reasons :
1. We copy results from the device using MI commands even though
the values are generated from PIPE_CONTROL, meaning we could
copy unlanded values into the results and then copy the
availability that is inconsistent with the values.
2. We allow the user to poll on the availability values of the
query pool from the CPU. If the availability lands in memory
before the values then we could return invalid values.
This change does 2 things to address this problem :
- We use either PIPE_CONTROL or MI commands to write both
queries values and availability, so that the ordering of the
memory writes guarantees that if availability is visible,
results are also visible.
- For the occlusion & timestamp queries we apply a CS stall
before copying the results on the device, to ensure copying
with MI commands see the correct values of previous
PIPE_CONTROL writes of availability (required by the Vulkan
spec).
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reported-by: Iago Toral Quiroga <itoral@igalia.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
It's generally frowned upon to have more than one H1 per document in
HTML4. So let's put the text directly inside the header. This means we
can drop the flex-based centering, which makes things a bit easier. We
also need to change the padding to rem instead of em, because the em has
now changed.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
We're pretty insonsistent in what the headings and titles are, especially
compared to what the articles are listed as in the sidebar. Let's
harmonize this.
There's a notable exception for meson.html, where the sidebar uses a
short-hand form that makes sense in the sidebar, but not in the article
due to the visible context being different.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
It's generally frowned upon to have multiple H1 headings in HTML4. So
let's make sure each article has a primary heading for the article, and
that that heading is the title that is used in the sidebar.
While we're at it, let's update the title in the articles to match the
title from the sidebar as well.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
It's generally frowned upon to have multiple H1 headings in HTML4. So
let's add a primary heading for the article, and source that from the
title used in the sidebar.
While we're at it, let's update the title in the article to match the
title from the sidebar as well.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
We generally use title-casing for headings in the sidebar. But not
all headings was constently cased like that. Let's make sure this
is consistent.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
There's no need to keep this short, we can just spell out "and" here.
Besides, a slash kind of implies "or", but these articles are about
both of these, not either.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
It's quite visible that there's more docs below, we don't need to spell
it out for the reader.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
We're not short on space here, so there's little point in abbreviating
this. This also matches the heading in the article.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
We're not short on space here, so let's just spell out "and" instead of
using the ampersand. This is more consistent with the entry above in the
sidebar.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
This ports commit 9e7b0988d6 from anv
to i965. Thanks to Lionel for noticing that it was missing!
Fixes: 01058a5522 i965: Add virtual memory allocator infrastructure to brw_bufmgr.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This should happen regardless, but let's be paranoid.
Fixes: 01058a5522 i965: Add virtual memory allocator infrastructure to brw_bufmgr.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The STATE_BASE_ADDRESS "Size" fields can only hold 0xfffff in pages,
and 0xfffff * 4096 = 4294963200, which is 1 page shy of 4GB.
So we can't use the top page.
Fixes: 01058a5522 i965: Add virtual memory allocator infrastructure to brw_bufmgr.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
In the FS IR we pretend that the instruction is predicated with (+f0.1)
just for flag dependency tracking purposes. Since the instruction
doesn't support predication before Haswell, we unset the predicate so we
should also unset the flag register so that we can round-trip the
disassembly.
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
On haswell, for dim instruction we encode immediate float value operand
into double float,
v2: Fix comment (Matt Turner)
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
For the W or UW (signed or unsigned word) source types, the 16-bit value
must be replicated in both the low and high words of the 32-bit
immediate value.
v2: Fix replication in other places as well
V3: fix a few nits (Matt Turner)
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Print quad value same as unsigned quad so that we can distinguish in
between quater control disassembled values for e.g 1/2/3[Q] and
immediate quad value for e.g 1Q. This allows round-tripping through the
assembler/disassembler.
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
this adds support for imports where the image data begins at an offset
from the start of the buffer, as used in h/x264
fixeskwg/mesa#47
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Brian noticed there was an uninitialized var for the 8-wide case and 128
bit blocks, which made it always crash. Likewise, the 64bit block case
had another crash bug due to type mismatch.
Color decode (used for all s3tc formats) also had a bogus shuffle for
this case, leading to decode artifacts.
Fix these all up, which makes the code actually work 8-wide. Note that
it's still not used - I've verified it works, and the generated assembly
does look quite a bit simpler actually (20-30% less instructions for the
s3tc decode part with avx2), however in practice it still seems to be
sligthly slower for some unknown reason (tested with openarena) on my
haswell box, so for now continue to split things into 4-wide vectors
before decoding.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
For a6xx, we construct/emit a single VS const state used for both
binning pass and draw pass. So far we were mostly getting lucky that
there were not (obvious) mismatches between the const_state (like
different lowered immediates) between the binning and draw pass
VS ir3_shader_variant.
And I guess this situation will come up more as GS and tess is added
into the equation.
Since really everything about the const state is not specific to the
variant, move this. The main exception is lowered immediates, but these
are the last to appear in the layout, and it doesn't hurt for each new
shader variant to just append any immed's it lowers to the end of the
immediate state.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Next patch moves const_state to ir3_shader, before the compile context
is created. So move the code around in prep to call it earlier.
Signed-off-by: Rob Clark <robdclark@chromium.org>
They are really part of the constant state, and it will moving things
from ir3_shader_variant to ir3_shader if we combine them.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Combine the offsets of differenet parts of the constant space with (what
was formerly known as) ir3_driver_const_layout. Bunch of churn, but no
functional change.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Move to ir3_compiler so it doesn't depend on the compile context. Prep
work for moving constant state from variant (where we have compile
context) to shader (where we do not).
Signed-off-by: Rob Clark <robdclark@chromium.org>
Not quite sure what version of GCC/Clang produces errors (8.3.0
locally was fine).
v2: also fix an integer literal issue (Karol)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com> (v1)
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
There are tests in CTS for alpha to coverage without a color attachment
that are failing. This happens because we remove the shader color
outputs when we don't have a valid color attachment for them, but when
alpha to coverage is enabled we still want to preserve the the output
at location 0 since we need the alpha component. In that case we will
also need to create a null render target for RT 0.
v2:
- We already create a null rt when we don't have any, so reuse that
for this case (Jason)
- Simplify the code a bit (Iago)
v3:
- Take alpha to coverage from the key and don't tie this to depth-only
rendering only, we want the same behavior if we have multiple render
targets but the one at location 0 is not used. (Jason).
- Rewrite commit message (Iago)
v4:
- Make sure we take into account the array length of the shader outputs,
which we were no handling correctly either and make sure we also
create null render targets for any invalid array entries too.
v5:
- Simplify removal of unused outputs by using rt_used[] so we don't have
to special case alpha to coverage there too.
Fixes the following CTS tests:
dEQP-VK.pipeline.multisample.alpha_to_coverage_no_color_attachment.*
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Signed-off-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
In a previous verion of this patch, Jason commented,
"Re-associating based on whether or not something has a constant
value of 1.0 seems a bit sneaky. I think it's well within the rules
but it seems like something that could bite you."
That is possibly true. The reassociation will generate different
results if fabs(b) >= 2**24 and fabs(c) < 0.5. The delta increases as
fabs(c) approaches 0.
However, i965 has done this same reassociation indirectly for years.
We would previously allow nir_op_flrp on all pre-Gen11 hardware even
though Gen4 and Gen5 do not have a LRP instruction. Optimizations in
nir_opt_algebraic would convert expressions like a+c(b-a) into flrp(a,
b, c). On Gen7+, the hardware performs the same arithmetic as
a(1-c)+bc. Gen6 seems to implement LRP as a+c(b-a). On Gen4 and
Gen5, we would lower LRP to a sequence of instructions that implement
a(1-c)+bc. The lowering happens after all constant folding, so we
would litterally generate a 1+(-1) instruction sequence in this
scenario: one instruction to load either 1 or -1 in a register, and
another instruction to add either -1 or 1 to it.
This patch just cuts out the middle man. Do the reassociation that
we've always done, but do it explicitly at a time when we can benefit
from other optimizations.
A few cases that were hurt by "nir: Lower flrp(±1, b, c) and flrp(a,
±1, c) differently" are restored by this patch. This includes a few
shaders in ET:QW.
I tried a similar thing for open-coded flrp(-1, b, c), and it hurt
instructions on 35 shaders for ILK without helping any. The helped /
hurt cycles was about even.
No changes on any other Intel platforms.
Iron Lake and GM45 had similar results. (Iron Lake shown)
total instructions in shared programs: 8172020 -> 8164367 (-0.09%)
instructions in affected programs: 1089851 -> 1082198 (-0.70%)
helped: 3285
HURT: 64
helped stats (abs) min: 1 max: 6 x̄: 2.35 x̃: 2
helped stats (rel) min: 0.13% max: 12.00% x̄: 1.15% x̃: 0.83%
HURT stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
HURT stats (rel) min: 0.24% max: 0.64% x̄: 0.39% x̃: 0.38%
95% mean confidence interval for instructions value: -2.32 -2.25
95% mean confidence interval for instructions %-change: -1.16% -1.09%
Instructions are helped.
total cycles in shared programs: 188758338 -> 188719974 (-0.02%)
cycles in affected programs: 20004922 -> 19966558 (-0.19%)
helped: 3012
HURT: 477
helped stats (abs) min: 2 max: 142 x̄: 13.41 x̃: 12
helped stats (rel) min: 0.01% max: 6.37% x̄: 0.52% x̃: 0.24%
HURT stats (abs) min: 2 max: 328 x̄: 4.27 x̃: 4
HURT stats (rel) min: <.01% max: 1.55% x̄: 0.14% x̃: 0.11%
95% mean confidence interval for cycles value: -11.38 -10.62
95% mean confidence interval for cycles %-change: -0.46% -0.41%
Cycles are helped.
Reviewed-by: Matt Turner <mattst88@gmail.com>
This doesn't help on Intel GPUs now because we always take the
"always_precise" path first. It may help on other GPUs, and it does
prevent a bunch of regressions in "intel/compiler: Don't always require
precise lowering of flrp".
Reviewed-by: Matt Turner <mattst88@gmail.com>
There is little effect on Intel GPUs now because we almost always take
the "always_precise" path first. It may help on other GPUs, and it does
prevent a bunch of regressions in "intel/compiler: Don't always require
precise lowering of flrp".
No changes on any other Intel platforms.
GM45 and Iron Lake had similar results. (Iron Lake shown)
total cycles in shared programs: 188852500 -> 188852484 (<.01%)
cycles in affected programs: 14612 -> 14596 (-0.11%)
helped: 4
HURT: 0
helped stats (abs) min: 4 max: 4 x̄: 4.00 x̃: 4
helped stats (rel) min: 0.09% max: 0.13% x̄: 0.11% x̃: 0.11%
95% mean confidence interval for cycles value: -4.00 -4.00
95% mean confidence interval for cycles %-change: -0.13% -0.09%
Cycles are helped.
Reviewed-by: Matt Turner <mattst88@gmail.com>
This doesn't help on Intel GPUs now because we always take the
"always_precise" path first. It may help on other GPUs, and it does
prevent a bunch of regressions in "intel/compiler: Don't always require
precise lowering of flrp".
No changes on any Intel platform. Before a number of large rebases this
helped cycles in a couple shaders on Iron Lake and GM45.
Reviewed-by: Matt Turner <mattst88@gmail.com>
If the magnitudes of #a and #b are such that (b-a) won't lose too much
precision, lower as a+c(b-a).
No changes on any other Intel platforms.
v2: Rebase on 424372e5dd5 ("nir: Use the flrp lowering pass instead of
nir_opt_algebraic")
Iron Lake and GM45 had similar results. (Iron Lake shown)
total instructions in shared programs: 8192503 -> 8192383 (<.01%)
instructions in affected programs: 18417 -> 18297 (-0.65%)
helped: 68
HURT: 0
helped stats (abs) min: 1 max: 18 x̄: 1.76 x̃: 1
helped stats (rel) min: 0.19% max: 7.89% x̄: 1.10% x̃: 0.43%
95% mean confidence interval for instructions value: -2.48 -1.05
95% mean confidence interval for instructions %-change: -1.56% -0.63%
Instructions are helped.
total cycles in shared programs: 188662536 -> 188661956 (<.01%)
cycles in affected programs: 744476 -> 743896 (-0.08%)
helped: 62
HURT: 0
helped stats (abs) min: 4 max: 60 x̄: 9.35 x̃: 6
helped stats (rel) min: 0.02% max: 4.84% x̄: 0.27% x̃: 0.06%
95% mean confidence interval for cycles value: -12.37 -6.34
95% mean confidence interval for cycles %-change: -0.48% -0.06%
Cycles are helped.
Reviewed-by: Matt Turner <mattst88@gmail.com>
I tried to be very careful while updating all the various drivers, but I
don't have any of that hardware for testing. :(
i965 is the only platform that sets always_precise = true, and it is
only set true for fragment shaders. Gen4 and Gen5 both set lower_flrp32
only for vertex shaders. For fragment shaders, nir_op_flrp is lowered
during code generation as a(1-c)+bc. On all other platforms 64-bit
nir_op_flrp and on Gen11 32-bit nir_op_flrp are lowered using the old
nir_opt_algebraic method.
No changes on any other Intel platforms.
v2: Add panfrost changes.
Iron Lake and GM45 had similar results. (Iron Lake shown)
total cycles in shared programs: 188647754 -> 188647748 (<.01%)
cycles in affected programs: 5096 -> 5090 (-0.12%)
helped: 3
HURT: 0
helped stats (abs) min: 2 max: 2 x̄: 2.00 x̃: 2
helped stats (rel) min: 0.12% max: 0.12% x̄: 0.12% x̃: 0.12%
Reviewed-by: Matt Turner <mattst88@gmail.com>
This pass will soon grow to include some optimizations that are
difficult or impossible to implement correctly within nir_opt_algebraic.
It also include the ability to generate strictly correct code which the
current nir_opt_algebraic lowering lacks (though that could be changed).
v2: Document the parameters to nir_lower_flrp. Rebase on top of
3766334923 ("compiler/nir: add lowering for 16-bit flrp")
Reviewed-by: Matt Turner <mattst88@gmail.com>
Driver which do not support native integers should use a lowering
pass to go from integers to floats.
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit does a fairly large cleanup of blend descriptors, although
there should not be any functional changes. In particular, we split
apart the Midgard and Bifrost blend descriptors, since they are
radically different. From there, we can identify that the Midgard
descriptor as previously written was really two render targets'
descriptors stuck together. From this observation, we split the Midgard
descriptor into what a single RT actually needs. This enables us to
correctly dump blending configuration for MRT samples on Midgard. It
also allows the Midgard and Bifrost blend code to peacefully coexist,
with runtime selection rather than a #ifdef. So, as a bonus, this will
help the future Bifrost effort, eliminating one major source of
compile-time architectural divergence.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Neither GP nor PP in Mali4x0 support integers, so utilize new pass
and set native_integers to true for now until this flag is dropped.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
This new pass lowers ints and bools to floats. It allows hardware
that doesn't have native integers (e.g. Mali4x0) use the same
code paths as modern hardware.
It uses newly introduced pass to gather SSA types and should be
used as late as possible.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
If PIPE_CAP_PACKED_UNIFORMS is not set uniforms are vec4 aligned,
so lima_nir_lower_uniform_to_scalar should use first channel of vec4
for float uniforms.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
We need to re-prepare the middle-end state to pick up changes to this
state to react correctly to pausing/resuming stream-out. So let's add a
flush here.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Fixes: ec8cbd79ac "draw/softpipe: EXT_transform_feedback support (v2)"
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
We currently set this state in the draw-module twice on each draw, but
which trashes this state. So far that's not a problem, because we don't
really do much from that function.
But it turns out, we're going to have to do more; namely flush when the
state changes. This will incur a large performance penalty due to the
excessive setting.
Instead, let's rely on the CSO caching making sure that
llvmpipe_set_so_targets doesn't get called needlessly, and setup the
state directly there instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
glxinfo for Cypress XT [Radeon HD 5870] lists GL_KHR_robustness
as supported extension. This was the last missing extension
for GL 4.5, so Mark GL 4.5 as all DONE for r600.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Inline writes skip transfer map/unamp at the cost of an extra copy
on the data during execbuffer. That is generally a win for small
transfers. But the heuristic to use inline writes based on buffer
sizes rather than transfer sizes makes little sense. More
importantly, inline writes miss optimizations that are done for
buffer transfers.
Let's just use transfers.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
virglrender has been changed such that
- VIRGL_CCMD_GET_QUERY_RESULT is fenced
- query buffers (PIPE_BIND_CUSTOM) are coherent
We can check if a query is ready using DRM_IOCTL_VIRTGPU_WAIT, and also
avoid a synchronized transfer to retrieve the query result. When
running against an older virglrenderer, it falls back to the old
behavior automatically.
TF2 @ 640x480 for pts4.dem went from 17fps to 40fps on my testing
machine.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
This makes CompressedTexSubImage from a PBO source do proper GPU
rendering to upload instead of stalling to map the PBO source on
the CPU (then copying it on the CPU).
Thanks Bas Nieuwenhuizen for pointing out that Vulkan includes this
functionality, and to Jason Ekstrand for writing the code I adapted.
Vulkan only supports a single layer, however, and this code tries to
support multiple layers as long as it's miplevel 0.
Improves performance in Sid Meier's Civilization VI:
Average frame time (ms): -3.67423% +/- 1.46201% (n=5)
99th percentile frame time (ms): -5.09910% +/- 3.87874% (n=5)
Currently ppir continues compilation when there is an unsupported
intrinsic, resulting in a shader that will surely not work as intended.
This is a problem during piglit runs as some tests don't compile
properly due to this but actually still get submitted to the gpu and
leave the system in an unstable state after executing, causing further
tests to fail.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
While lima still doesn't support some kinds of intrinsics, it is more
helpful to display the name of the unsupported instr->intrinsic to make
debugging easier.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
The current AOSP master build system breaks building mesa due to the
following error:
external/mesa3d/src/compiler/Android.glsl.gen.mk:94: error:
writing to readonly directory: "external/mesa3d/src/compiler/glsl/ir.h"
This error is bogus -- nothing "writes" to ir.h -- but the rule is
unnecessary because the generated header that is a dependency of the
non-generated header should be added to LOCAL_GENERATED_SOURCES and this
will track if the dependency needs to be regenerated.
(This change fixes a similar problem affecting nir.h too.)
Cc: Rob Clark <robdclark@chromium.org>
Cc: Emil Velikov <emil.l.velikov@gmail.com>
Cc: Amit Pundir <amit.pundir@linaro.org>
Cc: Sumit Semwal <sumit.semwal@linaro.org>
Cc: Alistair Strachan <astrachan@google.com>
Cc: Greg Hartman <ghartman@google.com>
Cc: Tapani Pälli <tapani.palli@intel.com>
Cc: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Alistair Strachan <astrachan@google.com>
[jstultz: Forward ported and tweaked commit subject]
Signed-off-by: John Stultz <john.stultz@linaro.org>
Apparently cosited_even was the required one instead of midpoint.
This adds slight offset of 0.5 pixels to the coordinates (+ we need
the image size to convert to normalized coords)
Fixes: 91702374d5 "radv: Add ycbcr lowering pass."
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
It was removed in "delete autotools .gitignore files", but the build
directory is created by scons.
[Skip CI]
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Broken on Polaris and since I discovered NV12 is not subsampled, but
a 2-plane format I decided I don't really care.
Work to do to re-enable:
1) Figure out which devices support it natively.
2) Write some software emulation for the others.
Fixes: 52c1adda21 "radv: Add ycbcr format features."
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
GLw (OpenGL widget library) is now available from a separate <ahref="https://cgit.freedesktop.org/mesa/glw/">git repository</a>. Unless you're using very old Xt/Motif applications with OpenGL, you shouldn't need it.
GLw (OpenGL widget library) is now available from a separate <ahref="https://gitlab.freedesktop.org/mesa/glw">git repository</a>. Unless you're using very old Xt/Motif applications with OpenGL, you shouldn't need it.
</p>
<h2>2.5 What's the proper place for the libraries and headers?</h2>
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