Fixes a couple of Coverity warnings CID 1444626.
Fixes: e30804c602 ("nir/radv: remove restrictions on opt_if_loop_last_continue()")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
In commit 3b3653c4cf we decided not to use bare types; hence do not use
bare type when comparing with interface type to find out if the xfb
variable is an array block.
This fixes dEQP-VK.transform_feedback.* tests.
Fixes: 3b3653c4cf ("nir/spirv: don't use bare types, remove assert in
split vars for testing")
CC: Dave Airlie <airlied@redhat.com>
CC: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
also set some constants for SSBOs.
With that it can compile the shader from:
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.18
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Otherwise nir_lower_non_uniform_access crashes when it tries
to get the access of a load_ubo.
Fixes: 8ed583fe52 "spirv: Handle the NonUniformEXT decoration"
Fixes: e50ab2c0f2 "nir: Add access flags to deref and SSBO atomics"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
CTS: GL45-CTS.compute_shader.resources-max
Fixes: 4e1e8f684b "glsl: remember which SSBOs are not read-only and pass it to gallium"
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
From the OpenGL 4.60.5 spec, section 4.4.1 Input Layout Qualifiers,
Page 67, (Location aliasing):
" Further, when location aliasing, the aliases sharing the location
must have the same underlying numerical type and bit
width (floating-point or integer, 32-bit versus 64-bit, etc.) and
the same auxiliary storage and interpolation qualification."
Additionally, we have improved the linker error descriptions.
Specifically, when taking structs into account we were producing a
linker error because we assumed that all components in each location
were used and that would cause component aliasing. This is not
accurate of the actual problem. Now, the failure specifies that the
underlying numerical type incompatibility is the cause for the
failure.
Fixes the following piglit test:
tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-width-mismatch-double-float.shader_test
v2:
- Do not assert if we see invalid numerical types. These come
straight from shader code, so we should produce linker errors if
shaders attempt to do location aliasing on variables that are not
numerical such as records.
- While we are at it, improve error reporting for the case of
numerical type mismatch to include the shader stage.
v3:
- Allow location aliasing of images and samplers. If we get these
it means bindless support is active and they should be handled
as 64-bit integers (Ilia)
- Make sure we produce link errors for any non-numerical type
for which we attempt location aliasing, not just structs.
v4:
- Rebased with minor fixes (Andres).
- Added fixing tag to the commit log (Andres).
v5:
- Remove the helper function and check individually for the
underlying numerical type and bit width (Timothy).
- Implicitly, assume that any non-treated type which is checked for
its underlying numerical type is either integer or
float and has a defined bit width (Timothy).
- Implicitly, assume that structs are the only non-treated
non-numerical type (Timothy).
- Improve the linker error descriptions and commit log (Andres).
Fixes: 13652e7516 ("glsl/linker: Fix type checks for location aliasing")
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Cc: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
We have a pass to lower global registers to locals and many drivers
dutifully call it. However, no one ever creates a global register ever
so it's all dead code. It's time we bury it.
Acked-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
All we ever do is initialize it to zero, clone it, print it, and
validate it. No one ever sets or uses it.
Acked-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
As defined in SPV_NV_compute_shader_derivatives. These control how the
invocations are arranged in a CS when doing derivative and related
operations (which are also enabled by the extension).
Since we expect valid SPIR-V, we don't need to do more work at SPIR-V
level to enable the derivative and related operations to be called.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
When using NV_compute_shader_derivatives to set a derivative group,
a compute shader supports texture with implicit LOD calculation, so
don't set an explicit LOD.
Note if the extension is used but the derivative group is not
specified, it will default to LOD=0 as before.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
In compute shaders if no derivative group is defined, the derivatives
will always be zero. Specified in NV_compute_shader_derivatives.
To make the check more convenient, add a "info" local variable to the
generated code so we can refer to it in the Python rules. (Jason)
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
NV_compute_shader_derivatives allow selecting between two possible
arrangements (quads and linear) when calculating derivatives and
certain subgroup operations in case of Vulkan. So parse and propagate
those up to shader_info.h.
v2: Do not fail when ARB_compute_variable_group_size is being used,
since we are still clarifying what is the right thing to do here.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
When I implemented opt_if_loop_last_continue() I had restricted
this pass from moving other if-statements inside the branch opposite
the continue. At the time it was causing a bunch of spilling in
shader-db for i965.
However Samuel Pitoiset noticed that making this pass more aggressive
significantly improved the performance of Doom on RADV. Below are
the statistics he gathered.
28717 shaders in 14931 tests
Totals:
SGPRS: 1267317 -> 1267549 (0.02 %)
VGPRS: 896876 -> 895920 (-0.11 %)
Spilled SGPRs: 24701 -> 26367 (6.74 %)
Code Size: 48379452 -> 48507880 (0.27 %) bytes
Max Waves: 241159 -> 241190 (0.01 %)
Totals from affected shaders:
SGPRS: 23584 -> 23816 (0.98 %)
VGPRS: 25908 -> 24952 (-3.69 %)
Spilled SGPRs: 503 -> 2169 (331.21 %)
Code Size: 2471392 -> 2599820 (5.20 %) bytes
Max Waves: 586 -> 617 (5.29 %)
The codesize increases is related to Wolfenstein II it seems largely
due to an increase in phis rather than the existing jumps.
This gives +10% FPS with Doom on my Vega56.
Rhys Perry also benchmarked Doom on his VEGA64:
Before: 72.53 FPS
After: 80.77 FPS
v2: disable pass on non-AMD drivers
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> (v1)
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Consider the following search expression and NIR sequence:
('iadd', ('imul', a, b), b)
ssa_2 = imul ssa_0, ssa_1
ssa_3 = iadd ssa_2, ssa_0
The current algorithm is greedy and, the moment the imul finds a match,
it commits those variable names and returns success. In the above
example, it maps a -> ssa_0 and b -> ssa_1. When we then try to match
the iadd, it sees that ssa_0 is not b and fails to match. The iadd
match will attempt to flip itself and try again (which won't work) but
it cannot ask the imul to try a flipped match.
This commit instead counts the number of commutative ops in each
expression and assigns an index to each. It then does a loop and loops
over the full combinatorial matrix of commutative operations. In order
to keep things sane, we limit it to at most 4 commutative operations (16
combinations). There is only one optimization in opt_algebraic that
goes over this limit and it's the bitfieldReverse detection for some UE4
demo.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15310125 -> 15302469 (-0.05%)
instructions in affected programs: 1797123 -> 1789467 (-0.43%)
helped: 6751
HURT: 2264
total cycles in shared programs: 357346617 -> 357202526 (-0.04%)
cycles in affected programs: 15931005 -> 15786914 (-0.90%)
helped: 6024
HURT: 3436
total loops in shared programs: 4360 -> 4360 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total spills in shared programs: 23675 -> 23666 (-0.04%)
spills in affected programs: 235 -> 226 (-3.83%)
helped: 5
HURT: 1
total fills in shared programs: 32040 -> 32032 (-0.02%)
fills in affected programs: 190 -> 182 (-4.21%)
helped: 6
HURT: 2
LOST: 18
GAINED: 5
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
The new OR pattern has been seen in the wild and can end up being
generated by GLSLang. Not sure about the other two new patterns but we
may as well throw them in for completeness. While we're here, we can
drop the '@bool' specifier from the one pattern because specifying True
already implies 1-bit which basically implies boolean.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15321227 -> 15321129 (<.01%)
instructions in affected programs: 3594 -> 3496 (-2.73%)
helped: 6
HURT: 0
total cycles in shared programs: 357481321 -> 357479725 (<.01%)
cycles in affected programs: 44109 -> 42513 (-3.62%)
helped: 6
HURT: 0
VkPipeline-DB results on Kaby Lake:
total instructions in shared programs: 3770504 -> 3769734 (-0.02%)
instructions in affected programs: 19058 -> 18288 (-4.04%)
helped: 163
HURT: 0
total cycles in shared programs: 1417583701 -> 1417569727 (<.01%)
cycles in affected programs: 750958 -> 736984 (-1.86%)
helped: 158
HURT: 1
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Now that we have one-bit booleans, we don't need to rely on looking at
parent instructions in order to figure out if a value is a Boolean most
of the time. We can drop these specifiers and now the optimizations
will apply more generally.
Shader-DB results on Kaby Lake:
total instructions in shared programs: 15321168 -> 15321227 (<.01%)
instructions in affected programs: 8836 -> 8895 (0.67%)
helped: 1
HURT: 31
total cycles in shared programs: 357481781 -> 357481321 (<.01%)
cycles in affected programs: 146524 -> 146064 (-0.31%)
helped: 22
HURT: 10
total spills in shared programs: 23675 -> 23673 (<.01%)
spills in affected programs: 11 -> 9 (-18.18%)
helped: 1
HURT: 0
total fills in shared programs: 32040 -> 32036 (-0.01%)
fills in affected programs: 27 -> 23 (-14.81%)
helped: 1
HURT: 0
No change in VkPipeline-DB
Looking at the instructions hurt, a bunch of them seem to be a case
where doing exactly the right thing in NIR ends up doing the wrong-ish
thing in the back-end because flags are dumb. In particular, there's a
case where we have a MUL followed by a CMP followed by a SEL and when we
turn that SEL into an OR, it uses the GRF result of the CMP rather than
the flag result so the CMP can't be merged with the MUL. Those shaders
appear to schedule better according to the cycle estimates so I guess
it's a win? Also it helps spilling in one Car Chase compute shader.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
If a def is used as an condition before its definition, we should also
consider this a case to repair. When repairing, make sure we rewrite
any if conditions too.
Found in while inspecting a SPIR-V conversion from a 'continue block'
that contains a conditional branch. We pull the continue block up to
the beggining of the loop, and the condition in the branch ends up
defined afterwards.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Fixes: 364212f1ed "nir: Add a pass to repair SSA form"
The current algorithm only supports packing 32-bit types.
If a shader uses both 16-bit and 32-bit varyings, we shouldn't
compact them together.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.30 spec says:
"Variables or block members declared as structures are considered
to match in type if and only if structure members match in name,
type, qualification, and declaration order."
Fixes:
* layout-location-struct.shader_test
v2: rebased against master and small fixes
Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108250
While a partial set of viewport system values exist, these are scalar
values, which is a poor fit for viewport transformations on vector ISAs
like Midgard (where the vec3 values for scale and offset each need to be
coherent in a vec4 uniform slot to take advantage of vectorized
transform math). This patch adds vec3 scale/offset fields corresponding
to the 3D Gallium viewport / glViewport+depth
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Eric Anholt <eric@anholt.net>
If we increase the vector size in the future it would be good
to not have to fix these up, this should change nothing at present.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This prevents getting mixed-up results if a multi-threaded app has two
validation errors in different threads.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This pass attempts to dectect code sequences like
if (x < y) {
z = y - x;
...
}
and replace them with sequences like
t = x - y;
if (t < 0) {
z = -t;
...
}
On architectures where the subtract can generate the flags used by the
if-statement, this saves an instruction. It's also possible that moving
an instruction out of the if-statement will allow
nir_opt_peephole_select to convert the whole thing to a bcsel.
Currently only floating point compares and adds are supported. Adding
support for integer will be a challenge due to integer overflow. There
are a couple possible solutions, but they may not apply to all
architectures.
v2: Fix a typo in the commit message and a couple typos in comments.
Fix possible NULL pointer deref from result of push_block(). Add
missing (-A + B) case. Suggested by Caio.
v3: Fix is_not_const_zero to work correctly with types other than
nir_type_float32. Suggested by Ken.
v4: Add some comments explaining how this works. Suggested by Ken.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v2: Move bug fix in get_neg_instr from the next patch to this patch
(where it was intended to be in the first place). Noticed by Caio.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
No shader-db changes on any Intel platform.
v2: Use a loop to generate patterns. Suggested by Jason.
v3: Fix a copy-and-paste bug in the extract_[ui] of ishl loop that would
replace an extract_i8 with and extract_u8. This broke ~180 tests. This
bug was introduced in v2.
Reviewed-by: Matt Turner <mattst88@gmail.com> [v1]
Reviewed-by: Dylan Baker <dylan@pnwbakers.com> [v2]
Acked-by: Jason Ekstrand <jason@jlekstrand.net> [v2]
No shader-db changes on any Intel platform.
v2: Use a loop to generate patterns. Suggested by Jason.
v3: Fix a copy-and-paste bug in the extract_[ui] of ishl loop that would
replace an extract_i8 with and extract_u8. This broke ~180 tests. This
bug was introduced in v2.
Reviewed-by: Matt Turner <mattst88@gmail.com> [v1]
Reviewed-by: Dylan Baker <dylan@pnwbakers.com> [v2]
Acked-by: Jason Ekstrand <jason@jlekstrand.net> [v2]
No shader-db changes on any Intel platform.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
llvm/spir-v spits out some struct a { struct b {} }, but it
doesn't deref, it casts (struct a) to (struct b), reconstruct
struct derefs instead of casts for these.
v2: use ssa_def_rewrite uses, rework the type restrictions (Jason)
v3: squish more stuff into one function, drop unused temp (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
It was only propagated when UBO/SSBO access are lowered to offsets.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: <Jason Ekstrand jason@jlekstrand.net>
This will allow us to make use of the selection control support in
spirv and the GL support provided by EXT_control_flow_attributes.
Note this only supports if-statements as we dont support switches
in NIR.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108841