pre_modes[] is an array with the modes ordered in our desired
preference. scheduler_mode_name[] was also in that order, and the two
had to be kept in sync. This is a little silly; we should just have
a mode enum -> string table and look it up via the enum.
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24707>
I'm going to introduce another call site for this function, and just
handling SCHEDULE_NONE in the scheduler itself makes more sense than
duplicating the logic.
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24707>
The register pressure analysis I wrote in 2013 only considered VGRFs,
and not other GRFs, such as payload registers and push constants. We
need to consider those too, because payload registers definitely occupy
space and add to pressure.
In 2015, Connor already made the scheduler account for this, so the only
real use for this is in shader statistic dumps and optimizer printouts.
But we should make it more accurate. (We will use it in more places
shortly, a few commits from now.)
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24707>
Update docs to reflect that EGL_ANDROID_blob_cache is now available even
if on-disk caching is disabled.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Dmitry Osipenko <dmitry.osipenko@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24853>
nir_const_value variables in nir_const_value_for_int and
nor_const_value_for_uint are unused resulting in unnecessary dead code.
The unused-variable warning has been suppressed by the memset following
their declarations.
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24851>
The stride for each vertex buffer should come from the corresponding
vertex element structure.
Fixes piglit/glretrace regressions running on svga vgpu9 device.
Fixes: 7672545223 ("gallium: move vertex stride to CSO")
Reviewed-by: Neha Bhende <bhenden@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24841>
For merging shader states, we'll need to lower sysvals separately for each
shader but assign uniforms together for the final merged shader. The easiest way
to do that is to decouple the lowering of sysvals to driver uniform reads, from
the assignment of driver uniform reads to actual uniform registers.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
By uploading textures ahead-of-time, we can upload uniforms ahead-of-time too.
This will also allow some overhead shaving optimizations, I guess.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
In Vulkan, UBOs are lowered by nir_lower_explicit_io, and the ubo_base_agx
sysval is unused (since it doesn't handle descriptor sets). That makes the UBO
lowering GL-only and hence belongs with the GL driver rather than the compiler.
This lets us delete the ubo_base_agx sysval.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
Doing a descriptor crawl with binding tables requires a real binding table in
the shader, which won't work for VK or merged shader stages in GL. Instead,
let's lower anything that needs a crawl to bindless in the driver, so the
compiler code doesn't need to know anything about descriptor binding models.
That gets rid of the texture_base_agx sysval, which is problematic when there
are multiple descriptor sets worth of textures.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
For agx_nir_lower_texture to lower to a descriptor crawl, the driver needs to
make sure the address of the descriptor is available. This means a slightly
different code path should be used in the driver. Rather than the drivers
needing to know what exactly will be lowered, add a helper in the same file as
agx_nir_lower_texture that returns whether descriptor-based lowering will be
needed so the driver can act appropriately.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
These would be inserted by nir_lower_tex anyway, but we shouldn't be relying on
that behaviour for the meta shaders when we can just create the correct thing
from the start.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
This is the counterpart of get_oq_index for non-occlusion hardware queries.
These are not tracked with occlusion queries, since occlusion query allocations
are limited, and they are not based on indexing but rather general
batch-allocated space.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
We lower to access to a non-array 2D image, so we need to update the image_array
flag when we lower or otherwise we get an incorrect 2D Array store to a 2D image
which the hardware doesn't want.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
We do all the math in pixels and only multiply by the sample count at the end,
meaning the layer stride needs to be in terms of pixels (not samples) for
correct addressing of multisample array images in our texture lowering. This is
particularly used for lowering the multisample array stores we get from eMRT
with multisampled layered framebuffers.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>