The big discovery is the "number of uniform registers" field. I learned
about this one accidentally when my preamble shaders weren't working
right, because we had inadvertently hardcoded "at most 32 registers" :-)
In the course of identifying that field, I found that the pipeline
address is used as a tagged pointer, with some unknown field in the
bottom bits and alignment demanded. The XML is updated to account for
this.
I later found that there's also a "number of general purpose registers
used by the preamble shader" field. I missed this one first, because the
encoding is slightly different from the usual "number of general purpose
registers in the main shader" field. The specification is slightly
coarser. I don't know why the hardware needs that
information anyway -- occupancy of the preamble shader should be
irrelevant -- but it's not a big deal.
Finally I found that the "more than 4 textures?" bit is... not that. I
do not yet know what it is, but it is... not that.
These all use the new groups() modifier for GenXML
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18813>
The start field in the Uniform USC word is only 8-bits, whereas 9-bits
are required to address the entire uniform register file. This other
word gets used for the high half, with start indexed from u128l in
the natural way.
Apparently spending the evening stuffing too many uniforms into Metal is
paying off.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18813>
This gets shader-db's runner working, in conjunction with a shader-db ./run
modified to set ASAHI_MESA_DEBUG=precompile. This flag triggers precompiles of
all shaders witha default key so we can exercise the compiler.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18813>
It has not been used in quite some time but adds maintainence burden.
Its function is replaced by drm-shim in conjunction with shader-db's
./run, which goes through the actual driver.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18813>
...Rather than reserving the union of the registers live-out of the
predecessors. This avoids reserving registers that are killed along a
control flow edge (where the predecessor has another successor that does
use the register).
glmark2 subset of shaderdb:
total instructions in shared programs: 6442 -> 6440 (-0.03%)
instructions in affected programs: 42 -> 40 (-4.76%)
helped: 1
HURT: 0
total bytes in shared programs: 42186 -> 42174 (-0.03%)
bytes in affected programs: 270 -> 258 (-4.44%)
helped: 1
HURT: 0
total halfregs in shared programs: 1769 -> 1757 (-0.68%)
halfregs in affected programs: 75 -> 63 (-16.00%)
helped: 3
HURT: 0
helped stats (abs) min: 4.0 max: 4.0 x̄: 4.00 x̃: 4
helped stats (rel) min: 16.00% max: 16.00% x̄: 16.00% x̃: 16.00%
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18804>
This means we don't reserve the registers, which improves RA
considerably. Using a special preload psuedo-op instead of a regular
move allows us to constrain semantics and gaurantee coalescing.
shader-db on glmark2 subset:
total instructions in shared programs: 6448 -> 6442 (-0.09%)
instructions in affected programs: 230 -> 224 (-2.61%)
helped: 4
HURT: 0
total bytes in shared programs: 42232 -> 42196 (-0.09%)
bytes in affected programs: 1530 -> 1494 (-2.35%)
helped: 4
HURT: 0
total halfregs in shared programs: 2291 -> 1926 (-15.93%)
halfregs in affected programs: 2185 -> 1820 (-16.70%)
helped: 75
HURT: 0
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18804>
This makes the dataflow easier to read, especially with splits and
collects (which take variable numbers of sources/destinations).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18804>
We know that phi nodes are always at the start (this is asserted in
agx_validate and a fundamental invariant of SSA form). That means we can
cheaply iterate all n phi nodes forward (or n non-phi nodes backwards)
in O(n) time. We already open code this idiom in a few places, use
common iterators instead so we don't need to justify in random places.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18804>
Expecting it to keep around unused definitions around is wishful. Add an
"anchoring" unit_test instruction to consume the results so they don't
have to be precoloured registers.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18687>
This is slightly more accurate in the IR, and means we instruction
select the current 16-bit size floating point instructions when all
non-immediate operands are 16-bit.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18687>
A bunch of the emitted combines were unnecessary, or unnecessarily
large. Fix the accounting now that combines are variable size.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18687>
..Rather than at backend IR translation time. This is considerably
simpler because we can use the txs lowering instead of special casing
array sizes. Unfortunately it generates worse code, but that gap should
close once nir_opt_preamble is wired in.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18652>
Break up the monolithic SET_SHADER_EXTENDED packet into the separate
underlying commands (some only 2-byte sized and aligned), and add a
builder for USC control streams like we did for PPP updates to make that
change manageable.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18623>
For compute kernels, this encodes how much workgroup-local memory is
used ("shared memory" or "threadgroup memory" or "local memory"). This
memory is partitioned by the hardware.
For fragment shaders, this... encodes exactly the same thing. There is
no traditional tilebuffer in AGX, instead local memory is interpreted as
an imageblock, where each workgroup is a tile. This is a nifty design.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18623>
Histogram of sizes of the spill buffer, with logarithmic bucket sizes
(relative to the amount spilled from the perspective of a single thread).
Pretty funny.
Also mark a few unknowns that are nonzero when spilling is used.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18623>
We need the header to be common between gfx and compute, but everything
else seems to be different. Shuffle so we can decode compute without any
terrible hacks.
I don't know the exact layout and don't care: the layout of the fields
here is all software defined in macOS, even though the *values* are
defined by hardware (or firmware in a few cases).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18623>