Replace tabs with spaces. Rename __ATTRIB macro to SIMPLE_CASE to
be a bit more readable.
NFC.
Signed-off-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19329>
Replace tabs with spaces, fix indentation.
Move 'format' var decl and type (it's an integer array index, not
actually a mesa format).
NFC.
Signed-off-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19329>
Using the wl_drm protocol we can check whether the compositor uses the
same GPU as the application.
This allows to run vulkan applications using a DG2 GPU with the
compositor using another card.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Simon Ser <contact@emersion.fr>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19224>
So that we can provide that information to WSI if it asks for it
immediately.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19224>
We can't have streamout and mesh enabled at the same time.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: ef04caea9b ("anv: Implement Mesh Shading pipeline")
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19323>
some apps (most notably Wolfenstein: The New Order) have broken multi-context
buffer usage in which one context will attempt to write to a buffer while
another context holds unflushed usage, and the unflushed context will never
flush until the buffer write completes
it's impossible to handle this scenario correctly without deadlocking,
so add some handling to try waiting and then yolo the buffer write if
a deadlock would occur
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19141>
It will already short-circuit if the number of components matches.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19301>
nir_shader_lower_instructions is overkill and this makes the pass
generally easier to understand.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19301>
The flush_resources recorded in the context need to stay alive until
the context is flushed, at which point additional resolve operations
are done to those resources. While the backing BO is alive due to being
referenced in the cmdstream, the resource might already be destroyed
at this point.
Keep a reference to the resource to make sure it is still available at
context flush time.
Fixes: 7b9d8d1936 ("etnaviv: flush used render buffers on context flush when neccessary")
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Philipp Zabel <p.zabel@pengutronix.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19280>
So far, only IMG drivers cannot handle out of bounds layer values.
Ideally, a vulkan extension will be drafted to detail this behavior.
But for now if KHR-GL46.texture_cube_map_array.color_depth_attachments
fails, then needs_sanitised_layer is probably needed.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19163>
GL spec forces driver to ignore gl_Layer, if layered rendering
is not enabled.
Since vulkan doesn't have the same bavior, emulate this by forcing
gl_Layer to 0, based on driver internal state.
This was seen as failure in
KHR-GL46.texture_cube_map_array.color_depth_attachments
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19163>
This state is needed to make sure gl_Layer values are set to 0,
when the framebuffer is not layered accorfing to GL spec.
Specifically Section 9.8 Layered Framebuffers of GL46 spec:
A layer number written by a geometry shader has no effect if
the framebuffer is not layered.
Vulkan has no carve out for this, so zink must handle this by
sanitising gl_Layer (next commit in the series).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19163>
Now that all gfx pipelines share the same push constant layout,
create a screen wide push const only layout that is compatible
with all future programs.
This layout will be used to update push constant values, so that
the update can happen at any point before draw call.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19163>
Extend vs_pushconst structure to all gfx stages and make sure,
the push constant memory layout is defined in one place and
is therefore always correct.
No functional change, but should make adding new members to
zink_*_push_constant easier.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19163>
On Q2RTX shaders :
Instructions in all programs: 31039 -> 26150 (-15.8%)
SENDs in all programs: 1587 -> 1148 (-27.7%)
Loops in all programs: 4 -> 4 (+0.0%)
Cycles in all programs: 420218 -> 392179 (-6.7%)
Spills in all programs: 157 -> 132 (-15.9%)
Fills in all programs: 337 -> 262 (-22.3%)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
The intel backend compiler is not dealing with the scratch loads
emitted by this pass very well. There are 2 reasons for this :
- all loads are at the top of the shader
- the loads are global load intrinsics (cannot be differentiated
from ssbo loads for example)
This leads the backend to generate ridiculous amount of spills.
To help a bit (actually quite a lot), we can move the scratch loads in
the blocks where they're needed, using the dominance information.
Quite often that also ends up moving loads in a block that might not
be reached by all the lanes, so we're potentially avoiding some loads.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
The previous pass shrinking values stored on the stack might have left
some gaps on the stack (a vec4 turned into a vec3 for instance).
This pass reorders variables on the stack, by component bit size and
by ssa value number. The component size is useful to pack smaller
values together. The ssa value number is also important because if we
have 2 calls spilling the same values, then we can avoid reemiting the
spillings if the values are stored in the same location.
v2: Remove unused sorting function (Konstantin)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
For example, if we store to scratch a vec4 but only a subset of
components are used after the load operation.
v2: Use nir_intrinsic_write_mask (Konstantin)
Use u_foreach_bit() instead of u_bit_scan() (Konstantin)
Fix mask building loop (Konstantin)
v3: Fix reswizzle (Konstantin)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
Previously when considering whether to rematerialize or spill/fill
ssa_1954, we would go for a spill/fill :
vec4 32 ssa_388 = (float32)txf ssa_387 (texture_handle), ssa_86 (coord), ssa_23 (lod), 0 (texture), 0 (sampler)
...
vec1 32 ssa_1953 = load_const (0xbd23d70a = -0.040000)
vec1 32 ssa_1954 = fadd ssa_388.x, ssa_1953
vec1 32 ssa_1955 = fneg ssa_1954
This is because when looking at ssa_1955 the first time, we would
consider ssa_388 unrematerialiable, and therefore all values built on
top of it would be considered unrematerialiable as well.
The missing piece when considering whether to rematerialize ssa_1954
is that we should look at filled values. Now that ssa_388 has been
spilled/filled, we can rebuild ssa_1955 on top of the filled value and
avoid spilling/filling ssa_1955 at all.
This requires a bit more work though. We can't just look at an
instruction in isolation, we need to go through the ssa chains until
we find values we can rematerialize or not.
In this change we build a list of all ssa values involved in building
a given value, up to the point there we find a filled or a
rematerializable value.
In this particular case, looking at ssa_1955 :
* We can rematerialize ssa_388 from its filled value
* We can rematerialize ssa_1953 trivially
* We can rematerialize ssa_1954 because its 2 inputs are rematerializable
* We can rematerialize ssa_1955 because ssa_1954 is rematerializable
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
Currently we do something like this :
ssa_0 = ...
ssa_1 = ...
* spill ssa_0, ssa_1
call1()
* fill ssa_0, ssa_1
ssa_2 = ...
ssa_3 = ...
* spill ssa_0, ssa_1, ssa_2, ssa_3
call2()
* fill ssa_0, ssa_1, ssa_2, ssa_3
If we assign the same possition to ssa_0 & ssa_1 in the spilling
stack, then on call2(), we know that those values are already present
in memory at the right location and we can avoid respilling them.
The result would be something like this :
ssa_0 = ...
ssa_1 = ...
* spill ssa_0, ssa_1
call1()
* fill ssa_0, ssa_1
ssa_2 = ...
ssa_3 = ...
* spill ssa_2, ssa_3
call2()
* fill ssa_0, ssa_1, ssa_2, ssa_3
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
For a follow up optimization, we would like to track scratch loads.
This isn't possible with global load/store intrinsics. So use a couple
of special intrinsic in the pass and only lower it to global
intrinsics at the end.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
nir_opt_gcm get us worse shader-db stats, but that is expected. But we
want to prevent to get worse values on spill/fills. Analyzing the
outcome with shader-db, this mostly happen with shaders that are
already complex, and are already spilling/filling.
So the best option here is adding a new strategy, that fall backs if
we get spill/fill using nir_opt_gcm.
It is not clear in which order we should disable gcm. For now we
disable it before loop unrolling.
We get a slight performance gain (in average) using nir_opt_gcm.
We don't show the shaderdb stats, as they are worse, but as mentioned,
this is expected.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17185>
That allows to reduce the number of parameters of the method. And
after all, they were already filled using an existing strategy struct.
This would make easier adding new fields on a strategy.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17185>
Instead of using a custom optimize_nir method, with the same purpose.
Running the fossils for the v3dv well know applications (ue4 demos,
Quake3d, etc) we got somewhat inconclusive outcome in general,
although slightly worse values:
Instrs: 265129 -> 265277 (+0.06%); split: -0.06%, +0.12%
Thread Count: 5504 -> 5506 (+0.04%)
Totals from 153 (10.23% of 1495) affected shaders:
Instrs: 84603 -> 84751 (+0.17%); split: -0.19%, +0.37%
Thread Count: 316 -> 318 (+0.63%)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17185>
Optimizations that we are already calling on the Vulkan driver. As
preparation to the Vulkan frontend to use v3d_optimize_nir too.
We need to add a new parameter to v3d_optimize_nir in order to know if
we can call nir_opt_find_array_copies. As we don't track if we are
calling nir_var_lower_copies, we explicitly call it when we create the
uncompiled shader create. So instead of tracking, we assume that each
driver (v3d/v3dv) would call it when the shader is created. So when
v3d_optimize_nir is called as part of the process to compile it at the
compiler, we call it with allow_copies as false.
We exclude on purpose nir_opt_gcm as it is a case of a optimization
that could help performance even if it hurts shader db stats.
shaderdb stats:
total instructions in shared programs: 11705923 -> 11705034 (<.01%)
instructions in affected programs: 88350 -> 87461 (-1.01%)
helped: 201
HURT: 80
Instructions are helped.
total threads in shared programs: 375552 -> 375558 (<.01%)
threads in affected programs: 6 -> 12 (100.00%)
helped: 3
HURT: 0
total uniforms in shared programs: 3486108 -> 3485789 (<.01%)
uniforms in affected programs: 7473 -> 7154 (-4.27%)
helped: 90
HURT: 1
Uniforms are helped.
total max-temps in shared programs: 2021860 -> 2021802 (<.01%)
max-temps in affected programs: 800 -> 742 (-7.25%)
helped: 21
HURT: 3
Max-temps are helped.
total sfu-stalls in shared programs: 19299 -> 19296 (-0.02%)
sfu-stalls in affected programs: 18 -> 15 (-16.67%)
helped: 10
HURT: 7
Inconclusive result (value mean confidence interval includes 0).
total inst-and-stalls in shared programs: 11725222 -> 11724330 (<.01%)
inst-and-stalls in affected programs: 88402 -> 87510 (-1.01%)
helped: 201
HURT: 80
Inst-and-stalls are helped.
total nops in shared programs: 269674 -> 269386 (-0.11%)
nops in affected programs: 3641 -> 3353 (-7.91%)
helped: 103
HURT: 29
Nops are helped.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17185>
For the non-ssa case, we were trying to use reg->num_components. But
this is not the same that nir_ssa_def_components_read. It is the
number of components of the destination register. And in the 16bit
case, even if nir_lower_tex packs the outcome, it doesn't update the
number of components, as nir_tex_instr_dest_size would still return
4. And nir validate would check that those values are the same.
So this change focuses on the last part of this comment at
nir_lower_tex:
* Note that we don't change the destination num_components, because
* nir_tex_instr_dest_size() will still return 4. The driver is just
* expected to not store the other channels, given that nothing at the
* NIR level will read them.
We just limit how many channels we would use for the f16 case.
It is also worth to note, based on the CTS and different applications
we test, that this is a corner case.
This was detected when we experimented to enable nir_opt_gcm for v3d,
that lead to raise an assertion slightly below with some shaderdb
tests, but technically it could happen without it.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17185>