src/mesa/main includes are for Mesa's OpenGL implementation, and the
compiler is used in Vulkan drivers and other tools. We really only
needed one #define, which is that we offer 32 samplers. It probably
makes more sense to have our own defined limit for that rather than
importing a project-wide value which theoretically could be adjusted,
so swap MAX_SAMPLERS for a new BRW_MAX_SAMPLERS and call it a day.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17309>
For cases with lots of very small primitives, this may improve
performance because we're not executing those dead channels all the
time.
Shader-db reports no instruction or cycle-count changes. However, by
hacking up the driver to report when this optimization triggers, it
appears to affect about 10% of shader-db.
v2 (Kenneth Graunke): Always enable VMask prior to XeHP for now,
because using VMask on those platforms allows us to perform the
eliminate_find_live_channel() optimization. However, XeHP doesn't
seem to have packed fragment shader dispatch, so we lose that
optimization regardless, and there's no reason not to avoid vmask.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/1054>
With this option enabled range of input values for fsin and fcos is
limited to [-2*pi : 2*pi] by calculating the reminder after 2*pi modulo
division. This helps to improve calculation precision for large input
arguments on Intel.
-v2: Add limit_trig_input_range option to prog_key to update shader
cache (Lionel)
Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16388>
Instead of reusing the in/out slot mechanism, use a separated NIR
variable mode. This will make easier later to implement staging the
output in shared memory (and storing all at the end to the URB).
Note to get 64-bit type support we currently rely on the
brw_nir_lower_mem_access_bit_sizes() pass.
Reviewed-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15022>
This index will be used for accessing ray query data in memory.
v2: Drop a MOV (Caio)
v3: Rework back code emission (Caio)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13719>
This will allow to reuse the same intrinsic for various topology based
ID.
v2: fix intrinsic comment (Caio)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13719>
Replace load_mesh_global_arg_addr_intel with a more general intrinsic
load_mesh_inline_data_intel, since inline data now hold both
a pointer descriptor information and the first few push constants.
Signed-off-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14788>
To avoid dragging gl.h into places it has no business being,
defined tessellation primitive mode to an enum.
This has a lot of fallout all over the place.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14605>
This will be used by crocus and iris to clamp pointsizes only
on the last stage of the shader compile.
Fixes: 3077d96856 ("crocus: Clamp VS point sizes to the HW limits as required.")
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14359>
Because 0 is no longer a recognizable value (it's NEVER, which isn't a
good default), we add an emit_alpha_test bool to tell the back-end when
to bother alpha testing. This lets us only touch crocus with the
change.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14157>
The current packed dispatch assumptions for fragment shaders seem to
be the reason that the fs-readFirstInvocation-uint-loop Piglit
test-case for the ARB_shader_ballot extension fails on DG2 in
combination with the patches in this series that enable pixel pipe
hashing (thanks Jordan for reporting the regression). I've confirmed
that the brw_fs_test_dispatch_packing() test fails on DG2 hardware for
fragment shaders, while it succeeds for other shader stages,
indicating that the PSD hardware no longer guarantees packed dispatch.
Disable it.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13569>
include it explicitly in the correct places
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14104>
This adds a bunch of other headers in, and adds mtypes.h to iris
for perf query object.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14104>
Task/Mesh stages are CS-like stages, and include many
builtins (e.g. workgroup ID/index) and intrinsics (e.g. workgroup
memory primitives) originally present only in CS.
This commit add two new stages (task and mesh) that 'inherit' from CS
by embedding a brw_cs_prog_data in their own prog_data structure, so
that CS functionality can be easily reused. They also currently use
the same helpers to select the SIMD variant to use -- that was
recently added for CS.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13661>
Allows to assert its existence for per-primitive variables and will
later be useful to implement the "more than 16 attributes" case for
Mesh.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13661>
In Fragment Shader, regular inputs are laid out in the thread payload
in a one dword per each half-GRF, that gives room for having the two
delta dwords needed for interpolation.
Per-primitive inputs are laid out before the regular inputs, and since
there's no need to have delta information, they are packed. So
half-GRF will be fully filled with 4 dwords of input.
When num_per_primitive_inputs is zero (the default case), behavior
should be the same as before.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13661>
Instead of checking for MESA_SHADER_COMPUTE (and KERNEL). Where
appropriate, also use gl_shader_stage_is_compute().
This allows most of the workgroup-related lowering to be applied to
Task and Mesh shaders. These will be added later and "inherit" from
cs_prog_data structure.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13629>
Make INTEL_DEBUG=blorp dump the blorp compute shaders instead using
the general INTEL_DEBUG=cs which is now reserved for actual compute
programs.
Ref: 05933fb0f7 ("intel/compiler: Use INTEL_DEBUG=blorp to dump blorp shaders")
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11564>
There are two problems with the current architecture.
In OpenGL, the id is supposed to be a unique identifier for a particular
log source. This is done so that applications can (theoretically)
filter particular log messages. The debug callback infrastructure in
Mesa assigns a uniqe value when a value of 0 is passed in. This causes
the id to get set once to a unique value for each message.
By passing a stack variable that is initialized to 0 on every call,
every time the same message is logged, it will have a different id.
This isn't great, but it's also not catastrophic.
When threaded shader compiles are used, the id *pointer* is saved and
dereferenced at a possibly much later time on a possibly different
thread. This causes one thread to access the stack from a different
thread... and that stack frame might not be valid any more. :(
I have not observed any crashes related to this particular issue.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12136>
There are two problems with the current architecture.
In OpenGL, the id is supposed to be a unique identifier for a particular
log source. This is done so that applications can (theoretically)
filter particular log messages. The debug callback infrastructure in
Mesa assigns a uniqe value when a value of 0 is passed in. This causes
the id to get set once to a unique value for each message.
By passing a stack variable that is initialized to 0 on every call,
every time the same message is logged, it will have a different id.
This isn't great, but it's also not catastrophic.
When threaded shader compiles are used, the id *pointer* is saved and
dereferenced at a possibly much later time on a possibly different
thread. This causes one thread to access the stack from a different
thread... and that stack frame might not be valid any more. :(
This fixes shader-db crashes of various kinds on Iris with threaded
shader compiles enabled.
Fixes: 42c34e1ac8 ("iris: Enable threaded shader compilation")
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12136>
Instead of depending on the driver to compile each resume shader
separately, we compile them all in one go in the back-end and build an
SBT as part of the shader program. Shader relocs are used to make the
entries in the SBT point point to the correct resume shader.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8637>
This commit adds a delta to be added to the relocated value as well as
the possibility of multiple types of relocations.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8637>
They're common between the two drivers and we want to add a couple more
that get emitted from code in src/intel/compiler.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8637>