18bbcf9a triggered the following building error in Android,
simple fix is to use ffsll() as it was done before 18bbcf9a
to process uint64_t generics argument.
Fixes the following building error:
FAILED: src/intel/compiler/libintel_compiler.a.p/brw_vue_map.c.o
...
../src/intel/compiler/brw_vue_map.c:120:37: error: implicit declaration of function 'ffsl' is invalid in C99 [-Werror,-Wimplicit-function-declaratio
n]
const int first_generic_output = ffsl(generics) - 1;
^
../src/intel/compiler/brw_vue_map.c:120:37: note: did you mean 'ffs'?
/home/utente/r-x86_kernel/bionic/libc/include/strings.h:72:5: note: 'ffs' declared here
int ffs(int __i) __INTRODUCED_IN_X86(18);
^
1 error generated.
Fixes: 18bbcf9a ("intel: introduce new VUE layout for separate compiled shader with mesh")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34915>
Gfx12.5 and later allow the use of two 16-bit immediate values in
integer MAD. Gfx11 and Gfx12 allow a single immediate for integer MAD,
but that is not helpful where.
v2: brw_reg_alloc::build_lane_offsets is only used on Gfx12.5+, so the
check around using integer MAD is unnecessary.
No shader-db or fossil-db changes on any pre-Gfx12.5 platforms.
shader-db:
Lunar Lake, Meteor Lake, and DG2 had similar results. (Lunar Lake shown)
total instructions in shared programs: 17119962 -> 17118441 (<.01%)
instructions in affected programs: 65398 -> 63877 (-2.33%)
helped: 32 / HURT: 0
total cycles in shared programs: 895433316 -> 895425578 (<.01%)
cycles in affected programs: 13437376 -> 13429638 (-0.06%)
helped: 30 / HURT: 2
fossil-db:
Lunar Lake, Meteor Lake, and DG2 had similar results. (Lunar Lake shown)
Totals:
Instrs: 210052706 -> 209550074 (-0.24%)
Cycle count: 31486266412 -> 31436238696 (-0.16%); split: -0.16%, +0.00%
Totals from 7081 (1.00% of 707082) affected shaders:
Instrs: 16864614 -> 16361982 (-2.98%)
Cycle count: 6323185782 -> 6273158066 (-0.79%); split: -0.79%, +0.00%
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34886>
Re-associate the calculation. The current calcuation is
((lane + zero_or_8) << 2) + offset
The first addition is SIMD8, and the shift and second addition are
SIMD16. By switching to
((lane << 2) + offset) + zero_or_32
All operations are SIMD8.
The SHL operates directly on the UW 0x76543210UV value, and that
eliminates the MOV to expand the UW to UD.
v2: Switch to alternate method. Update for SIMD32 on Xe2.
No shader-db or fossil-db changes on any pre-Gfx12.5 platforms.
shader-db:
Lunar Lake, Meteor Lake, and DG2 had similar results. (Lunar Lake shown)
total instructions in shared programs: 17121519 -> 17119962 (<.01%)
instructions in affected programs: 73208 -> 71651 (-2.13%)
helped: 36
HURT: 0
helped stats (abs) min: 1 max: 129 x̄: 43.25 x̃: 56
helped stats (rel) min: 0.05% max: 4.92% x̄: 2.50% x̃: 2.79%
95% mean confidence interval for instructions value: -56.02 -30.48
95% mean confidence interval for instructions %-change: -3.24% -1.75%
Instructions are helped.
total cycles in shared programs: 895450146 -> 895433316 (<.01%)
cycles in affected programs: 13709400 -> 13692570 (-0.12%)
helped: 31
HURT: 2
helped stats (abs) min: 26 max: 1654 x̄: 543.10 x̃: 672
helped stats (rel) min: <.01% max: 3.43% x̄: 0.43% x̃: 0.51%
HURT stats (abs) min: 2 max: 4 x̄: 3.00 x̃: 3
HURT stats (rel) min: <.01% max: <.01% x̄: <.01% x̃: <.01%
95% mean confidence interval for cycles value: -652.42 -367.58
95% mean confidence interval for cycles %-change: -0.61% -0.19%
Cycles are helped.
fossil-db:
Lunar Lake, Meteor Lake, and DG2 had similar results. (Lunar Lake shown)
Totals:
Instrs: 210566294 -> 210052706 (-0.24%)
Cycle count: 31582309052 -> 31486266412 (-0.30%); split: -0.30%, +0.00%
Totals from 7091 (1.00% of 707082) affected shaders:
Instrs: 17408115 -> 16894527 (-2.95%)
Cycle count: 6443785290 -> 6347742650 (-1.49%); split: -1.49%, +0.00%
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34886>
The spec says:
Certain rendering commands can be executed conditionally based on a
value in buffer memory. These rendering commands are limited to
drawing commands, dispatching commands, and clearing attachments with
vkCmdClearAttachments within a conditional rendering block which is
defined by commands vkCmdBeginConditionalRenderingEXT and
vkCmdEndConditionalRenderingEXT. Other rendering commands remain
unaffected by conditional rendering.
It would seem that vkCmdTraceRays* are not covered by that.
Fixes new tests dEQP-VK.conditional_rendering.conditional_ignore.trace_rays*
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34864>
I always thought there was a massive issue with pipeline libraries &
mesh shaders. Indeed recent CTS tests have exposed a number of issues.
Some values delivered to the fragment shader are coming from different
places depending on whether the preceding shader is Mesh or not. For
example PrimitiveID is delivered in the per-primitive block in Mesh
pipelines whereas for other pipelines it's coming as a VUE slot (which
is per-vertex). Those are 2 different locations in the payload.
We have to find a layout for fragment shaders that is compatible with
everything. Leaving gaps here and there in the thread payload.
Fixes the following test pattern :
dEQP-VK.mesh_shader.ext.smoke.fast_lib.shared_*
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Acked-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34109>
Mesh shaders have per vertex block in URB pretty much identical to the
VUE format. Let's just reuse that concept to do all of our layout in
the payload attribute registers. This will ensure that we have
consistent VUE layout between Mesh & non-Mesh pipelines.
We need a new way of laying out the VUE though as we have to
accomodate a HW constraint of maximum (per-primitive + per-vertex) of
32 varying. This means we cannot have 2 locations in the payload for
things like PrimitiveID which can come from either the per-primitive
or the per-vertex block. The new layout places the PrimitiveID at the
end of the per-vertex attributes and shrinks the delivery dynamically
if the mesh stage is active. The shader is compiled with a
MOV_INDIRECT to read the PrimitiveID from the right location in the
attributes.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34109>
In a case like this :
block_0:
%5 = ...
%6 = ...
block_1:
%7 = load_interpolated_input %5, %6
The current logic would move load_interpolated_input to block_0 before
%5 but not move %5 & %6 which are sources of that instruction.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34109>
Moving it to is related functions.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34109>
Will allow the driver to know if the vertices count is dynamic.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34109>
Take the opportunity to reuse the backend pass.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34109>
Already handled by having a special range created
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34109>
This means the perfetto UI will have a non-zero/NULL handle/name in the UI
on these renderstages. Unfortunately, intel/ds is outside of vulkan so
unless we pull in anv headers, we can't just pass in the anv_cmd_buffer.
This also means it would be much more painful to pass the cmd buffer to
the rest of the events, so they'll still have unset command buffers.
Still, being able to see the name of the command buffer in at least one of
the events should be useful once that's glued together.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22350>
Some intrinsics are implemented by reading memory location that could
be rewritten by a further tracing calls. So we need to move those
reads prior to tracing operations in the shaders.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8979
Tested-by: Sviatoslav Peleshko <sviatoslav.peleshko@globallogic.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34214>
Consider the flag from PPS when setting tc/beta offset.
This fixes some artifacts when decoding a hevc video,
hevc_scaling_list4.mkv from Lynne.
Signed-off-by: Hyunjun Ko <zzoon@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34782>
Those platforms requires aux map with 1MB alignment, for slab that
means that any buffer needs to have size of multiple of 1MB what
causes a lot of memory to be wasted causing it to run out of memory
when running multiple GPU applications.
Fixes: ea18572ff2 ("anv: Add support for ANV_BO_ALLOC_AUX_CCS in anv_slab_bo")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34817>
intel_decoder_init() initializes intel_batch_decode_ctx so later
we can call decode functions but it depends on data stored in
brw/elk_isa_info but that was being allocated in stack
of intel_decoder_init() then when the decode functions were executed
it was accessing garbage at the brw/elk_isa_info memory.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: ec2d20a70d ("intel/tools: Add helpers for decoder_init/disasm")
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34776>
Or current render target cache setting is to key on the binding table
index, meaning the HW associates a number in the range [0, 7] to a
RENDER_SURFACE_STATE description. If you want change the render target
0 between 2 draw calls, you need to insert a PIPE_CONTROL in between
the 2 draw calls with pb-stall + rt-flush in order to flush an writes
to a previous RENDER_SURFACE_STATE that has now becomed disassociated
with the [0, 7] number.
This PIPE_CONTROL taking care of the flush is dealt with in
cmd_buffer_maybe_flush_rt_writes(). This function diffs the current
BTI setup for render targets (first 0 to 7 BTIs) with what the next
fragment shader wants.
The issue here is we might have a render pass with 0 color attachments
and yet in 98cdb9349a we added one pointing to the render target 0,
but in the emit_binding_table() when we finally program the BTI, we
check the render pass color count and program a null surface state
instead of an actual surface state. And this leads to hangs because
the render target cache will end up with inconsistent state data.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 98cdb9349a ("anv: ensure null-rt bit in compiler isn't used when there is ds attachment")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/12955
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34603>
ANV_BO_ALLOC_MAPPED are internal allocated bos that need mmap() but as
internally we don't do any cflush() we need to make sure those are also
ANV_BO_ALLOC_HOST_COHERENT.
Checking for ANV_BO_ALLOC_HOST_CACHED could lead a cached+uncoherent
bo being allocated internally with ANV_BO_ALLOC_MAPPED.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34778>
It was failing in the first assert of anv_device_alloc_bo() because
it has ANV_BO_ALLOC_MAPPED but it don't have ANV_BO_ALLOC_HOST_COHERENT or
ANV_BO_ALLOC_HOST_CACHED(this second one is wrong and fixed in the next
patch).
LMEM is always write-combine, even SMEM on discrete GPU is always
write-back + coherent because the PCI bus protocol snooping at CPU
caches and that behavior can't be disabled.
So we can add this coherent flag without any side effects.
The ANV_BO_ALLOC_MAPPED is needed for ANV_BO_SLAB_HEAP_LMEM_SMEM
because to trigger SMEM+LMEM in anv_device_alloc_bo() we need
ANV_BO_ALLOC_MAPPED or ANV_BO_ALLOC_LOCAL_MEM_CPU_VISIBLE but the
second one is mostly used with small PCI bar discrete GPUs.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: dabb012423 ("anv: Implement anv_slab_bo and enable memory pool")
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34778>
Since RMV 1.9 pcie_family_id is checked to verify whether a
capture is supported.
Signed-off-by: Karmjit Mahil <karmjit.mahil@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34763>
Round up allocations to nearest 2MB interval if this increases
the allocation by no more than 1.33x. This reduces page count but
at the cost of extra memory consumption. Optimization only applied
to MTL(Xe KMD only)/LNL platforms, which are particularly impacted by
page misses.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Felix DeGrood <felix.j.degrood@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33558>
BOs larger than 1MB don't go memory pool due the size but applications
tend to use a lot of VkMemory with size larger than 1MB so to reduce
the number of pages and improve performance here I'm aligning the size
of BOs larger than 1MB to 64kb, this allows 64kb pages to be used at
least on Xe KMD.
This bring substantial perfomance benefit in exchange of a small
memory waste.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33558>
MTL and newer integrated platforms has a performance gain when using
transparent huge pages, because of the fixed address requirement
we can't use slab for this case but we can change the initial pool
size to 2MB so all allocations get the transparent huge page
optimization.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33558>
I can't think in any case where that would be false, so lets drop it.
While at it, also making some variables const.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33558>