Commit graph

72 commits

Author SHA1 Message Date
Eric Anholt
078dc176bc v3d: Don't try to fold non-SSA-src comparisons into bcsels.
There could have been a write of a src in between the comparison and the
bcsel that would invalidate the comparison.
2019-01-02 14:12:29 -08:00
Eric Anholt
2e0433b687 v3d: Move the "Find the ALU instruction generating our bool" out of bcsel.
This will be reused for if statements.
2019-01-02 14:12:29 -08:00
Eric Anholt
c3ae0aa264 v3d: Simplify the emission of comparisons for the bcsel optimization.
I wanted to reuse the comparison stuff for nir_ifs, but for that I just
want the flags and no destination value.  Splitting the conditions from
the destinations ended up cleaning the existing code up, anyway.
2019-01-02 14:12:29 -08:00
Eric Anholt
ad1e59cf8d v3d: Add support for gl_HelperInvocation.
We can just look at the MSF flags -- if they're unset, then we're
definitely in a helper invocation.  Fixes
dEQP-GLES31.functional.shaders.helper_invocation.* with GLES3.1 enabled.
2018-12-30 08:05:11 -08:00
Eric Anholt
20021e3473 v3d: Add support for textureSize() on MSAA textures.
Fixes failures in
dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_1_texture_2d
in the GLES3.1 suite.
2018-12-30 08:05:11 -08:00
Eric Anholt
20e3526298 v3d: Don't generate temps for comparisons.
This was just generated work for vir_opt_dead_code and cluttered up the
dumps.
2018-12-30 08:04:54 -08:00
Eric Anholt
a7c9fd7573 v3d: Drop unused count_nir_instrs() helper.
This was for shader-db, but I haven't cared about NIR instruction counts
in a long time.
2018-12-30 08:03:51 -08:00
Eric Anholt
696f63f1b4 v3d: Hook up some shader-db output to GL_ARB_debug_output.
This allows the original shader-db project's run.c runner to parse things
easily, and is probably a good thing to have for GL_ARB_debug_output in
general.  I formatted it more like Intel's so I can mostly reuse their
report script.
2018-12-30 08:03:51 -08:00
Ian Romanick
378f996771 nir/opt_peephole_select: Don't peephole_select expensive math instructions
On some GPUs, especially older Intel GPUs, some math instructions are
very expensive.  On those architectures, don't reduce flow control to a
csel if one of the branches contains one of these expensive math
instructions.

This prevents a bunch of cycle count regressions on pre-Gen6 platforms
with a later patch (intel/compiler: More peephole select for pre-Gen6).

v2: Remove stray #if block.  Noticed by Thomas.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2018-12-17 13:47:06 -08:00
Ian Romanick
09b7e1d8e4 nir/opt_peephole_select: Don't try to remove flow control around indirect loads
That flow control may be trying to avoid invalid loads.  On at least
some platforms, those loads can also be expensive.

No shader-db changes on any Intel platform (even with the later patch
"intel/compiler: More peephole select").

v2: Add a 'indirect_load_ok' flag to nir_opt_peephole_select.  Suggested
by Rob.  See also the big comment in src/intel/compiler/brw_nir.c.

v3: Use nir_deref_instr_has_indirect instead of deref_has_indirect (from
nir_lower_io_arrays_to_elements.c).

v4: Fix inverted condition in brw_nir.c.  Noticed by Lionel.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2018-12-17 13:47:06 -08:00
Jason Ekstrand
80e8dfe9de nir: Rename Boolean-related opcodes to include 32 in the name
This is a squash of a bunch of individual changes:

    nir/builder: Generate 32-bit bool opcodes transparently

    nir/algebraic: Remap Boolean opcodes to the 32-bit variant

    Use 32-bit opcodes in the NIR producers and optimizations

        Generated with a little hand-editing and the following sed commands:

        sed -i 's/nir_op_ball_fequal/nir_op_b32all_fequal/g' **/*.c
        sed -i 's/nir_op_bany_fnequal/nir_op_b32any_fnequal/g' **/*.c
        sed -i 's/nir_op_ball_iequal/nir_op_b32all_iequal/g' **/*.c
        sed -i 's/nir_op_bany_inequal/nir_op_b32any_inequal/g' **/*.c
        sed -i 's/nir_op_\([fiu]lt\)/nir_op_\132/g' **/*.c
        sed -i 's/nir_op_\([fiu]ge\)/nir_op_\132/g' **/*.c
        sed -i 's/nir_op_\([fiu]ne\)/nir_op_\132/g' **/*.c
        sed -i 's/nir_op_\([fiu]eq\)/nir_op_\132/g' **/*.c
        sed -i 's/nir_op_\([fi]\)ne32g/nir_op_\1neg/g' **/*.c
        sed -i 's/nir_op_bcsel/nir_op_b32csel/g' **/*.c

     Use 32-bit opcodes in the NIR back-ends

        Generated with a little hand-editing and the following sed commands:

        sed -i 's/nir_op_ball_fequal/nir_op_b32all_fequal/g' **/*.c
        sed -i 's/nir_op_bany_fnequal/nir_op_b32any_fnequal/g' **/*.c
        sed -i 's/nir_op_ball_iequal/nir_op_b32all_iequal/g' **/*.c
        sed -i 's/nir_op_bany_inequal/nir_op_b32any_inequal/g' **/*.c
        sed -i 's/nir_op_\([fiu]lt\)/nir_op_\132/g' **/*.c
        sed -i 's/nir_op_\([fiu]ge\)/nir_op_\132/g' **/*.c
        sed -i 's/nir_op_\([fiu]ne\)/nir_op_\132/g' **/*.c
        sed -i 's/nir_op_\([fiu]eq\)/nir_op_\132/g' **/*.c
        sed -i 's/nir_op_\([fi]\)ne32g/nir_op_\1neg/g' **/*.c
        sed -i 's/nir_op_bcsel/nir_op_b32csel/g' **/*.c

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Tested-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-12-16 21:03:02 +00:00
Eric Anholt
29927e7524 v3d: Drop in a bunch of notes about performance improvement opportunities.
These have all been floating in my head, and while I've thought about
encoding them in issues on gitlab once they're enabled, they also make
sense to just have in the area of the code you'll need to work in.
2018-12-14 17:48:01 -08:00
Eric Anholt
acecee4c2d v3d: Return the right gl_SampleMaskIn[] value.
It's supposed to be the dispatched sample mask for this pixel, not the GL
state's sample mask.
2018-12-07 16:48:23 -08:00
Eric Anholt
ca0e4ae4bc v3d: Convert to using nir_src_as_uint() from const_value derefs.
Follows 16870de8a0 ("nir: Use nir_src_is_const and nir_src_as_* in core
code") to clean up v3d.
2018-12-07 16:48:23 -08:00
Jason Ekstrand
dca6cd9ce6 nir: Make boolean conversions sized just like the others
Instead of a single i2b and b2i, we now have i2b32 and b2iN where N is
one if 8, 16, 32, or 64.  This leads to having a few more opcodes but
now everything is consistent and booleans aren't a weird special case
anymore.

Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
2018-12-05 15:03:07 -06:00
Eric Anholt
4e1b163eed v3d: Update the TLB config for depth writes on V3D 4.2.
Fixes 311 piglit cases on the simulator.
2018-11-01 13:56:30 -07:00
Eric Anholt
c152c79d5e v3d: Only add output slot tracking for the current varying slot.
We always emit 4 slots per slot because things like color output and
position processing in the epilogue will potentially look up more values
than the variable declaration had.  However, when we get a .location_frac
!= 0, we don't want to overwrite components of the following
.driver_location.
2018-10-30 10:46:52 -07:00
Eric Anholt
fc85f7cfdc v3d: Don't rely on sorting input vars for VPM read setup.
For supporting scalar VPM i/o at the NIR level, we need to do a pass over
the vars to figure out how big each attribute is after DCE.  Once we've
done that, we can just walk over c->vattr_sizes[] instead of bothering
with vars.
2018-10-30 10:46:52 -07:00
Eric Anholt
cc78676030 v3d: Split out NIR input setup between FS and VPM.
They don't share much code, and I'm about to rewrite the remaining shared
code for the VPM case.
2018-10-30 10:46:52 -07:00
Eric Anholt
8ec83dc51e v3d: Add support for hardware pack/unpack of half floats.
Cuts the formerly 7-minute simulation time of fs-packHalf2x16.shader_test
in half.
2018-10-15 17:16:44 -07:00
Eric Anholt
d934d3206e nir: Add flipping of gl_PointCoord.y in nir_lower_wpos_ytransform.
This is controlled by a new nir_shader_compiler_options flag, and fixes
dEQP-GLES3.functional.shaders.builtin_variable.pointcoord on V3D.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-07-26 11:00:34 -07:00
Eric Anholt
e7ae900341 v3d: Switch to using the new SFU instructions on V3D 4.x.
These instructions let us write directly to the phys regfile, instead of
just R4.  That lets us avoid moving out of R4 to avoid conflicting with
other SFU results, and to avoid conflicting with thread switches.

There is still an extra instruction of latency, which is not represented
in the scheduler at the moment.  If you use the result before it's ready,
the QPU will just stall, unlike the magic R4 mode where you'd read the
previous value.  That means that the following shader-db results aren't
quite representative (since we now cause some stalls instead of emitting
nops), but they're impressive enough that I'm happy with the change.

total instructions in shared programs: 95669 -> 91275 (-4.59%)
instructions in affected programs:     82590 -> 78196 (-5.32%)
2018-07-23 10:21:43 -07:00
Eric Anholt
a1beb333d8 v3d: Drop unused vir_SAT() operation.
We lower saturates in NIR.
2018-07-23 10:21:42 -07:00
Eric Anholt
beeb94402f v3d: Implement noperspective varyings on V3D 4.x.
Fixes a bunch of piglit interpolation tests, and reduces my concern about
some MSAA blit shaders with noperspective varyings.
2018-07-09 11:48:32 -07:00
Eric Anholt
5601ab3981 v3d: Add support for GL_SAMPLE_ALPHA_TO_ONE.
Fixes piglit ext_framebuffer_multisample-draw-buffers-alpha-to-one
2018-07-05 12:39:36 -07:00
Eric Anholt
7b63371420 v3d: Respect swap_color_rb for the f32_color_rb case.
We don't actually set the two flags together, but I want to use the
r/g/b/a reordered fields in the next commit.
2018-07-05 12:39:36 -07:00
Eric Anholt
f49d112a01 v3d: Implement ALPHA_TO_COVERAGE.
There's a convenient "FTOC" instruction for generating the coverage now,
unlike vc4.  This fixes
dEQP-GLES3.functional.multisample.fbo_4_samples.proportionality_alpha_to_coverage
2018-06-20 09:30:46 -07:00
Eric Anholt
e130ada243 v3d: Fix shaders using pixel center W but no varyings.
The docs called this field "uses both center W and centroid W", but
actually it's "do you need center W even if varyings don't obviously call
for it?"

Fixes dEQP-GLES3.functional.shaders.builtin_variable.fragcoord_w
2018-06-15 16:09:39 -07:00
Eric Anholt
d91e06a065 v3d: Fix configuration setup of mixed f32 and f16 render targets.
Fixes dEQP-GLES3.functional.fragment_out.random.26 and 6 others.
2018-06-14 16:52:25 -07:00
Eric Anholt
a40bc33b11 v3d: Fix undefined results for a swap_color_rb RT from a float shader output.
Fixes segfaults and undefined behavior in
dEQP-GLES3.functional.fragment_out.basic.fixed.srgb8_alpha8_lowp_float
2018-06-14 16:52:25 -07:00
Eric Anholt
9d5860310d v3d: Enable the new NIR bitfield operation lowering paths.
These together get the GLSL 3.00 unorm/snorm pack functions and
MESA_shader_integer operations working.

v2: Fix commit message typo.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-06 13:44:28 -07:00
Eric Anholt
76ee9edcb4 broadcom/vc5: Add support for centroid varyings.
It would be nice to share the flags packet emit logic with flat shade
flags, but I couldn't come up with a good way while still using our pack
macros.  We need to refactor this to shader record setup at compile time,
anyway.

Fixes ext_framebuffer_multisample-interpolation * centroid-*
2018-04-26 11:30:22 -07:00
Ian Romanick
d76c204d05 util: Move util_is_power_of_two to bitscan.h and rename to util_is_power_of_two_or_zero
The new name make the zero-input behavior more obvious.  The next
patch adds a new function with different zero-input behavior.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Suggested-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2018-03-29 14:09:23 -07:00
Eric Anholt
81f82ecc56 broadcom/vc5: Start using nir_opt_move_load_ubo().
In the absence of a general NIR or VIR-level scheduler, this at least
avoids spilling in
GTF-GLES3.gtf.GL3Tests.uniform_buffer_object.uniform_buffer_object_storage_layouts
2018-03-28 17:48:41 -07:00
Eric Anholt
ba29b89dc7 broadcom/vc5: Set up a vertex position if the shader doesn't.
Our backend needs some sort of vertex position value to emit the scaled
viewport values and such.  Fixes potential segfaults in
KHR-GLES3.copy_tex_image_conversions.required.cubemap_negx_cubemap_negx
2018-03-22 15:12:21 -07:00
Eric Anholt
facc3c6f58 broadcom/vc5: Add support for register spilling.
Our register spilling support is nice to have since vc4 couldn't at all,
but we're still very restricted due to needing to not spill during a TMU
operation, or during the last segment of the program (which would be nice
to spill a value of, when there's a long-lived value being passed through
with little modification from the start to the end).

We could do better by emitting unspills for the last-segment values just
before the last thrsw, since the last segment is probably not the maximum
interference area.

Fixes GTF uniform_buffer_object_arrays_of_all_valid_basic_types and 3
others.
2018-03-19 16:44:06 -07:00
Eric Anholt
d721348dcd broadcom/vc5: Add cursors to the compiler infrastructure, like NIR's.
This will let me do lowering late in compilation using the same
instruction builder as we use in nir_to_vir.
2018-03-19 16:42:59 -07:00
Eric Anholt
c81d681742 broadcom/vc5: Move the umul macro to a header.
Anywhere we want to multiply, we probably want this.
2018-03-19 16:42:59 -07:00
Eric Anholt
55bf298333 broadcom/vc5: Re-do live variables after removing thrsws.
Otherwise our start/ends ips won't line up with the actual instructions.
2018-03-19 16:42:59 -07:00
Timothy Arceri
a050ea60ee nir: add lower_ldexp to nir compiler options
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-02-28 09:23:49 +11:00
Eric Anholt
353b42ccc7 broadcom/vc5: Fix a segfault on mix of booleans.
We don't have a src1 to look up if the compare instruction is "i2b".
2018-02-01 11:02:29 -08:00
Timothy Arceri
9a2e085680 nir: add lower_all_io_to_temps flag
This will be used for freedreno and vc4 which require all inputs
and outputs to be copied to temps.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-01-31 09:14:08 +11:00
Eric Anholt
91f899cbc1 broadcom/vc5: Update the compiler for V3D 4.2. 2018-01-27 19:04:21 +11:00
Eric Anholt
5bc0b63799 broadcom/vc5: Use MSF to ignore discards/non-dispatched channels in loops.
Prevents potential infinite loops when a non-dispatched or discarded
channel never triggers the loop break condition.
2018-01-12 21:58:24 -08:00
Eric Anholt
762dd52951 broadcom/vc5: Use XOR instead of SUB for execute flags comparisons.
I think this should be equivalent other than power, and it's the kind of
comparison we use for nir_op_ieq.
2018-01-12 21:58:18 -08:00
Eric Anholt
368bab43fd broadcom/vc5: Add support for loading varyings in V3D 4.1.
The LDVARY signal now writes an arbitrary register, so I took out the
magic src register file and replaced it with an instruction with LDVARY
set so we have somewhere to hang a QFILE_TEMP destination for register
allocation.
2018-01-12 21:57:21 -08:00
Eric Anholt
5aaea3c4a0 broadcom/vc5: Add compiler support for V3D 4.x texturing. 2018-01-12 21:56:57 -08:00
Eric Anholt
42a35da96d broadcom/vc5: Move V3D 3.3 texturing to a separate file.
V3D 4.x texturing changes enough that #ifdefs would just make a mess of
it.
2018-01-12 21:56:37 -08:00
Eric Anholt
acf30e4916 broadcom/vc5: Move V3D 3.3 VPM write setup to a separate file.
For V4.1 texturing, I need the V4.1 XML, so the main compiler needs to
stop including V3.3 XML.
2018-01-12 21:56:24 -08:00
Eric Anholt
90269ba353 broadcom/vc5: Use THRSW to enable multi-threaded shaders.
This is a major performance boost on all of V3D, but is required on V3D
4.x where shaders are always either 2- or 4-threaded.
2018-01-12 21:55:30 -08:00