Once we have exhausted compile strategies at 4 threads and we start
enabling lower thread counts, there is no point in starting compiles
with 4 threads for them, we know these will fail, so let's start at
2 in these cases.
This also has another nice implication: if the driver compiles at 4
threads and fails to register allocate, we were allowing it to try
with 2 threads, but this would only retry the register allocation
process and would not really recompile the shader with 2 threads. This
is not optimal, because at 2 threads we have more TMU fifo space for
each thread and we can do more TMU pipelining, so we were missing that
opportunity.
This improves performance in Sponza by ~1.5% and also seems to help
UE4 slightly.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10647>
Until now, if we can't compile at 4 threads we would lower thread count
with optimizations disabled, however, lowering thread count doubles the
amount of registers available per thread, so that alone is already a big
relief for register pressure so it makes sense to enable optimizations
when we do that, and progressively disable them until we enable spilling
as a last resort.
This can slightly improve performance for some applications. Sponza,
for example, gets a ~1.5% boost. I see several UE4 shaders that also get
compiled to better code at 2 threads with this, but it is more difficult
to assess how much this improves performance in practice due to the large
variance in frame times that we observe with UE4 demos.
Also, if a compiler strategy disables an optimization that did not make
any progress in the previous compile attempt, we would end up re-compiling
the exact same shader code and failing again. This, patch keeps track of
which strategies won't make progress and skips them in that case to save
some CPU time during shader compiles.
Care should be taken to ensure that we try to compile with the default
NIR scheduler at minimum thread count at least once though, so a specific
strategy for this is added, to prevent the scenario where no optimizations
are used and we skip directly to the fallback scheduler if the default
strategy fails at 4 threads.
Similarly, we now also explicitly specify which strategies are allowed to do
TMU spills and make sure we take this into account when deciding to skip
strategies. This prevents the case where no optimizations are used in a
shader and we skip directly to the fallback scheduler after failing
compilation at 2 threads with the default NIR scheduler but without trying
to spill first.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10647>
The Vulkan driver was already creating and using its own set of options, so
the ones defined in the compiler are only used with GL, which is confusing.
Move them to the GL driver.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10647>
We set the maximum at 16 iterations (the GL compiler chooses 32
iterations for the GLSL front-end loop unrolling pass) because we
have observed a bunch of shaders from Sascha Willems that spill
significantly with 32, leading to massive performance degradation,
while 16 avoids spilling and doesn't seem to cause visible
performance degradation compared to cases that unroll 32 without
spilling.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10647>
Right now this is useful for Vulkan onnly, because GL gets loop
unrolling from the GLSL compiler and/or mesa state tracker
NIR front-ends.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10647>
When a TSY barrier is hit, the entire supergroup will be synchronized.
If the supergoup is large and uses all available QPU threads it would
mean that we would sychronize and stall all running threads until all
of them reach the barrier, which may be inefficient.
This patch makes it so that if the compute shader has any such barriers
we limit the supergroup size so each supergroup only takes half of the
QPU threads available at most, so that if one supergroup hits a
barrier we have at least one other supergroup we can run, reducing
idle QPU time.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
Each supergroup executes a number batches. Each batch has 16 elements
(one per QPU lane), except possibly the last batch which might be
incomplete. Until now, we packed a single workgroup in each supergroup,
which can lead to more incomplete batches and less efficient use
of the QPUs depending on the configuration of workgroups being dispatched.
This patch computes a number of workgroups per supergroup so that
we reduce or completely eliminate incomplete batches if possible.
It should be noted however, that TSY barriers act on supergroups,
so larger supergroups lead to larger syncpoints on barriers too.
A follow-up patch will try to find a good balance for compute shaders
that use such barriers.
This improves performance of the Sascha Willem's computecloth demo
by ~13%.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10541>
Otherwise, if src_bit_size > 0 and dst_bit_size == 0, we end up doing a
bad shift in `1 << (dst_bit_size - 1)`, as `dst_bit_size - 1` is a
negative value (in this case would be MAX_UINT32).
Fixes CID#1468134 "Bad bit shift operation (BAD_SHIFT)":
"large_shift: In expression 1 << dst_bit_size - 1U, left shifting by
more than 31 bits has undefined behavior. The shift amount,
dst_bit_size - 1U, is 4294967295."
v2:
- Use an assertion instead (Iago)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10251>
As we are not using anymore references to the old VC5, let's rename
definitions from VC5 to V3D in the Vulkan driver.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10402>
We are referring the driver as V3D instead old VC5; so let's update the
references.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10402>
So one less python generator. Based on anv (MR#8792) and radv
(MR#8900).
With this change v3dv doesn't have any more a custom python code
generator.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10484>
Add
dEQP-VK.synchronization.op.single_queue.binary_semaphore.write_copy_buffer_read_ssbo_compute.buffer_16384
to the flake list.
v2:
- Add a new flake (jasuarez)
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10479>
This will prevent the driver to take the prime blit path for presentation
in scenarios where it can avoid it, which can substantially improve
performance, particularly at high resolutions.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5917>
Currently, in GetPipelineCacheData() function, in several cases if
there is an error the blob is finished and cache unlocked, but code
continues executing, which can lead to multiple
`pthread_mutex_unlock()` calls.
Instead, if there's an error just bail out to finish the blob and unlock
the cache directly.
Fixes CID#1468147 "Double unlock (LOCK)".
v2:
- Rename "bail_out" by "done" (apinheiro)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10404>
Most of the regressions we found are with the piglit testsuite. The
difference between executing all tests versus quick_gl + quick_shader
are minimal, in the sense that we would need the same number of jobs to
execute and be in the 10 minutes budget.
Hence replace "quick_gl" + "quick_shader" by "all".
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10378>
Check if v3dv_ioctl() or v3dv_bo_map() fail, and print a proper error
message.
This check happens in the rest of the code, so it makes sense to apply
here too.
Fixes CID#1468162 "Unchecked return value (CHECKED_RETURN)".
v2:
- Fix message error (Iago)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10380>
One of the conclusions of our recent clean up on the limits was that
the pipeline limits needed to be the per-stage limits multiplied by
the number of stages.
But until now we only have a set of descriptor maps for the full
pipeline. That would work if we could set the same limit per pipeline
that per stage, but that is not the case. So if, for example, we have
the fragment shader using V3D_MAX_TEXTURE_SAMPLERS textures, and then
the vertex shader, with a different descriptor set, using one texture,
we would get an index greater that V3D_MAX_TEXTURE_SAMPLERS. We assert
that index as an error on the vulkan backend, but fwiw, it would be
also asserted on the compiler.
With this commit we track and allocate a descriptor map per stage,
although we reuse the vertex shader descriptor map for the vertex bin.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10272>
We were using the pipeline layout to discard uniform updates for
stages that don't use descriptors, but we can do better by keeping
track of the stages used by the specific dirty descriptor sets and
only update uniforms for stages that are included in those.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10283>
clang generates a warning if there's no explicit break or fall-through
annotation. The latter would be kind of silly in this case, and not
robust against any future changes turning the fall-through invalid.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10220>
Dedicated BOs waste memory and are also a significant cause of CPU
overhead when applications use hundreds of them per frame due to
all the work the kernel has to do to page in all these BOs for a job.
The UE4 Vehicle demo was hitting this causing it to freeze and stutter
under 1fps.
The hardware allows us to setup groups of 16 queries in consecutive
4-byte addresses, requiring only that each group of 16 queries is
aligned to a 1024 byte boundary. With this change, we allocate all
the queries in a pool in a single BO and we assign them different
offsets based on the above restriction. This eliminates the freezes
and stutters in the Vehicle sample.
One caveat of this solution is that we can only wait or test for
completion of a query by testing if the GPU is still using its BO,
which basically means that we can only wait for all active queries
in a pool to complete and not just the ones being requested by the
API. Since the Vulkan recommendation is to use a different query
pool per frame this should not be a big issue though.
If this ever becomes a problem (for example if an application does't
follow the recommendation and instead allocates a single pool and
splits its queries between frames), we could try to group queries
in a pool into a number of BOs to try and find a balance, but for
now this should work fine in most cases.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10253>
The resource indices we get point to descriptor map entries that include
all shader stages, so we need to size the arrays to account for more than
just one stage.
For now we only support up to 2 stages in a pipeline, so we use that.
Fixes: 002304482c ('v3dv: avoid redundant BO job additions for UBO/SSBO')
Fixes: fa170dab4c ('v3dv: avoid redundant BO job additions for textures and samplers')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10252>
There were various issues here:
- MAX_DYNAMIC_UNIFORM_BUFFERS was larger than MAX_UNIFORM_BUFFERS.
- In some cases we were exposing more than the minimums required.
While that is not incorrect, it is not following what we have
been doing in general.
- The Vulkan spec states that some of the MaxDescriptorSet limits
need to be multipled by 6 to include all shader stages, even
if the implementation doesn't support all shader stages.
Fixes: cbd299b051 ('v3dv/device: do not compute per-pipeline limits multiplying per-stage')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10252>
In these cases we know that the BO has not been added to the job
before, so we can skip the usual process for adding the BO where
we check if we had already added it before to avoid duplicates.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10210>
Among other things, this gets us GCC 10 (was 6).
Requires some changes to third party components we use:
* Install apitrace (& waffle) from Debian; was hitting issues with the
local build, and it's the same version 9.0 anyway.
* Update Fossilize to a newer commit which builds with GCC 10.
* apt.llvm.org repositories are no longer needed.
* Use an SPIRV-LLVM-Translator commit which builds with LLVM 11.0.1.
* Install XCB packages from Debian, 1.13 fails to build with Python 3.9.
* Install wayland-protocols from Debian, 1.12 is too old for
libgtk-3-dev in bullseye.
LLVM 7/8 packages are no longer available.
Also adapt expected test results to Xvfb now exposing multi-samle
GLXFBConfigs.
v2:
* Install clang instead of clang-11.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3124
Reviewed-by: Eric Anholt <eric@anholt.net> # v1
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9833>